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Re: Monpazier, Guyenne, 13th Century

OK, here's the arcaded Market Square with the unique corners allowing a mounted cavalrymen to enter the square without dismounting from his horse. Screenshots and Schematic attached. https://forum.minetest.net/download/file.php?id=9396 screenshot_20170305_130527.jpg https://forum.minetest.net/downlo...
by captpete
Sun Mar 05, 2017 18:51
 
Forum: Minetest Maps
Topic: Monpazier, Guyenne, 13th Century
Replies: 8
Views: 3024

Re: Monpazier, Guyenne, 13th Century

You can see which mods are used by viewing the mts file in a text editor (read-only - you don't want to change anything!) or a Hex editor if you have one. The Nodes used are plain text in the file. I have since changed the Middle Class house to use Moreblocks "Stone Bricks" (moreblocks:gre...
by captpete
Sat Mar 04, 2017 22:26
 
Forum: Minetest Maps
Topic: Monpazier, Guyenne, 13th Century
Replies: 8
Views: 3024

Re: Monpazier, Guyenne, 13th Century

Re:TwoElk Thanks for the post. Yes, I realize that the "ideal" view of Medieval urban architecture was never true in real life. Looking at modern Mompazier though shows how close it could be implemented. I plan to try and "re-build" some of the houses as happened over time but ad...
by captpete
Thu Mar 02, 2017 14:39
 
Forum: Minetest Maps
Topic: Monpazier, Guyenne, 13th Century
Replies: 8
Views: 3024

Re: Monpazier, Guyenne, 13th Century

OK. lots of progress on this project. I've finished most of the row houses, except for the Market Square, and finished the avenues, and most of the street lighting. Referenced to The Architectural Guidance Blog at http://architecturalguidance.blogspot.com/2008/04/medieval-town-planning.html . I'm in...
by captpete
Thu Mar 02, 2017 03:28
 
Forum: Minetest Maps
Topic: Monpazier, Guyenne, 13th Century
Replies: 8
Views: 3024

Monpazier, Guyenne, 13th Century

This is a new project (one of two) I'm working on for my private (family) server. Monpazier was a Bastide (Plannned, Geometric Town) founded by Edward the First (of England) to protect his territory in Gascony in 1284. You can read more about it in Lecture Notes of the Faculty of Architecture at the...
by captpete
Tue Feb 28, 2017 03:54
 
Forum: Minetest Maps
Topic: Monpazier, Guyenne, 13th Century
Replies: 8
Views: 3024

Re: [Mod] Real Terrain [0.1.0] [realterrain]

YouTube video tutorial no longer available - any other detailed help on this?
by captpete
Mon Feb 27, 2017 01:59
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16801

Re: Medieval England map [Medieval] v.0.3

Nice World ... Except wrong way to release a World. All required Mods should be in a "worldmod" directory under the worlds/[worldname]/ directory and "world.mt" should never have any mods listed in it - You do not know what mods I have installed so don't presume to list mods in &...
by captpete
Sun Feb 26, 2017 16:04
 
Forum: Minetest Maps
Topic: Medieval England map [Medieval] v.0.3
Replies: 14
Views: 7056

Re: [MOD] A Overhall to Darkage [Medieval]

DOWNLOAD is a dead link.
by captpete
Thu Feb 23, 2017 19:12
 
Forum: WIP Mods
Topic: [MOD] A Overhall to Darkage [Medieval]
Replies: 7
Views: 1896

Re: compatibility nodes for MC schematics [mccompat]

OK, switched to another MC ResourcePack (FAITHFULL) 16bit for MC v1.9 and quartz now shows correctly.

Image
screenshot_20170221_134913.png
quartz- full and double
screenshot_20170221_134913.png (570.72 KiB) Viewed 3995 times
by captpete
Tue Feb 21, 2017 18:56
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: compatibility nodes for MC schematics [mccompat]

OK here's some more addons/corrections I've made to blocklist.lua; Most of the corrections and additional blocks were researched on http://minecraft.gamepedia.com/Data_values/ . Since there are so many changes I'm adding a standard "diff" file along with some screenshots: 47c47 < --- > loc...
by captpete
Mon Feb 20, 2017 21:08
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: Convert MC resource/texture packs to Minetest!

IGNORE - found the problem, operator error in not reading that "unzip" needs to be in the path. I just tried this out and got the following error: $ NOGUI=1 ./mcresconvert.sh "Pixel Perfection V3.6.zip" Found: PixelPerfectionV36 - File: Pixel Perfection V3.6.zip checkdir: cannot ...
by captpete
Sat Feb 18, 2017 17:10
 
Forum: Minetest Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 24680

Re: compatibility nodes for MC schematics [mccompat]

OK, I've been playing with the blocklist.lua file again. Here's what I have now for the sandstone series: [24] = {SELECT,{ [0] = {"mccompat:sandstone_normal", {"sandstone_top.png","sandstone_bottom.png","sandstone_normal.png"}}, [1] = {"mccompat:sandstone...
by captpete
Thu Feb 16, 2017 05:00
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: compatibility nodes for MC schematics [mccompat]

Fixed another block: added FOLIAGE color to "vine", MCID 106, line 642:

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
-   [106] = {PLANT,  "mccompat:vine",      "vine.png"},
+   [106] = {PLANT,  "mccompat:vine",      "vine.png"..TEXTURE_FOILAGE},
by captpete
Thu Feb 09, 2017 16:29
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: [Mod] Villages for Minetest [mg_villages]

mg_villages doesn't seem to display the villages on the Map (/vmap) and will not visit the villages (/visit 1). There were over 15 villages generated (viewed in console) on MT 0.4.15 running on Win64. Debug shows it can't see the data files although they are there in the root directory of the world ...
by captpete
Tue Feb 07, 2017 21:41
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23839

Re: [Game] Clonecraft & Clonecraft Classic [Clonecraft][v1]

Still getting this error with latest download in Classic:

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
2017-01-28 14:10:12: ERROR[Main]: NodeResolver: failed to resolve node name 'mapgen_river_water_source'.
by captpete
Sat Jan 28, 2017 19:15
 
Forum: Subgame Releases
Topic: [Game] Clonecraft & Clonecraft Classic [Clonecraft][v1]
Replies: 120
Views: 58647

Re: [Game] Clonecraft & Clonecraft Classic [Clonecraft][v1]

Clonecraft Classic starts up with two errors in MineTest 0.4.15: 2017-01-27 14:40:42: ERROR[Main]: mod "throwing" has unsatisfied dependencies: "bucket" 2017-01-27 14:40:43: ERROR[Main]: NodeResolver: failed to resolve node name 'mapgen_river_water_source'. I solved the first one...
by captpete
Fri Jan 27, 2017 20:03
 
Forum: Subgame Releases
Topic: [Game] Clonecraft & Clonecraft Classic [Clonecraft][v1]
Replies: 120
Views: 58647

Re: compatibility nodes for MC schematics [mccompat]

OK, I give up. I'll just have to remember to replace all upside_down sandstone stairs when importing MC schematics by replacing with not-otherwise-used blocks in the MC schematic and then replacing them with something crafted. Annoying.
by captpete
Wed Jan 25, 2017 16:39
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: compatibility nodes for MC schematics [mccompat]

Still looking to fix the "upside_down" sandstone stair not registering. I did fix the normal one. Anybody know the MineCraft ID? Or is it a SELECT sub-number? Very annoying.
by captpete
Wed Jan 25, 2017 00:03
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: compatibility nodes for MC schematics [mccompat]

Well, that worked Line 704 now reads:

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
   [128] = {STAIR,  "sandstone_normal",   {"sandstone_top.png","sandstone_bottom.png","sandstone_normal.png"}},


Modeled after the SLAB line for sandstone.
by captpete
Tue Jan 24, 2017 19:19
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: compatibility nodes for MC schematics [mccompat]

Another anomaly: "stairs:stair_sandstoneupside_down" does not register. Also the default MineTest sandstone stairs registers instead of the MineCraft one ("stairs:stair_sandstone"), red_sandstoneupside_down registers as the MineCraft one. Annoying. I'll try renaming "sandsto...
by captpete
Tue Jan 24, 2017 18:31
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: Save and import buildings [handle_schematics]

restore original landscape is not working for me (0.4.15 - Windows 10 64bit). The backup file is never created. minetest is installed stand-alone on a different drive than C: so no admin rights needed.
by captpete
Wed Jan 18, 2017 00:28
 
Forum: WIP Mods
Topic: Save and import buildings [handle_schematics]
Replies: 23
Views: 5425

Re: compatibility nodes for MC schematics [mccompat]

I found the error in "blocklist.lua" line 924: [187] = {GATE, "planks_acacia", "planks_acacia.png"}, [188] = {NORMAL,"mccompat:planks_spruce", "planks_spruce.png", mccompat_typ_fence}, [189] = {NORMAL,"mccompat:birch_fence", "planks_bi...
by captpete
Sat Jan 14, 2017 17:12
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: compatibility nodes for MC schematics [mccompat]

Even stranger: When I throw the spruce fence and look at it in debug[F5] it registers as mccompat:planks_spruce instead of mccompat:spruce_fence as all the other fences do. Therein somewhere lies the error in the code though if it's in mccompat or in whatever creates fences I don't know.
by captpete
Fri Jan 13, 2017 02:40
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: compatibility nodes for MC schematics [mccompat]

Small problem: planks_spruce is not registered - all the other wood planks register OK and there is a planks_spruce.png in the textures directory. Spruce stairs and slabs are also OK. Weird. I really don't want to use the moretrees spruce as I'm running 64x64 texture packs and moretrees looks blocky...
by captpete
Thu Jan 12, 2017 23:45
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: compatibility nodes for MC schematics [mccompat]

Thanks, works now.
by captpete
Sun Jan 08, 2017 15:50
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Thanks, that _would_ do the 2-Block space and underground "wiring" would be more aesthetically pleasing though vertical mesecon wires are an eyesore and I would need them to connect top and bottom pistons. I could try and hide them in the construction which _might_ make them too bulky thou...
by captpete
Sun Jan 08, 2017 15:48
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536334

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I am using sticky pistons - I don't see how a sticky block would help unless there is a sticky fence which I don't see (or other similar-type like iron bars, etc.). I certainly can't do a line fence-stickyblock-fence-stickyblock-fence-stickyblock-fence-stickyblock-fence, takes up too much space and ...
by captpete
Tue Dec 27, 2016 18:12
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536334

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

OK, here is what I've come up with so far (using a NOT gate):
screenshot_20161224_115951.png
Day - portcullis up
screenshot_20161224_115951.png (365.07 KiB) Viewed 4189 times

screenshot_20161224_120100.png
Night - Portcullis Down
screenshot_20161224_120100.png (318.47 KiB) Viewed 4189 times


Can anybody improve on this?
by captpete
Sat Dec 24, 2016 17:12
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536334

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

This is a Portcullis - I can't place a piston other than shown at the ends. The center MUST have nothing under it. The pix is an example only. The line is actually 5 fences across and 2 up. Pistons are placed under the 2 end fences. The goal is to have the portcullis raised during the daytime and do...
by captpete
Sat Dec 24, 2016 15:47
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536334

Re: compatibility nodes for MC schematics [mccompat]

OK, I'm at a loss - I've tried unzipping a MineCraft texture pack to a subdirectory of the mccompat mod called textures (directory not included by the mod - shame on you). Images are not recognized and dummy images are created - not what I want or you promised. Here is the directory structure of the...
by captpete
Thu Dec 22, 2016 16:25
 
Forum: WIP Mods
Topic: compatibility nodes for MC schematics [mccompat]
Replies: 18
Views: 5157
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