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tkerwel wrote:[...]das ist wie mit:" Es regnet Hunde oder Katzen" oder[...]

"It's raining cats and dogs." ist durchaus übliches Englisch.
tkerwel wrote:[...]sinngemäß heißt das fürs Deutsche sowas wie => kein Fleiß kein Preiss[...]

Und es heißt "Ohne Fleiß kein Preis".

*obermegaklugscheissergesichtsausdruck* :-P
by Echo
Thu Oct 04, 2012 13:29
 
Forum: Deutsch
Topic: Ich hasse minecraft
Replies: 69
Views: 15246

"Wenn ungeduldig, keine geschmorte", das sagt mir Google-Translate zu deiner Signatur. Dazu sag ich nur: "Dieser Satz kein Verb!" ;-)
by Echo
Wed Oct 03, 2012 11:07
 
Forum: Deutsch
Topic: Ich hasse minecraft
Replies: 69
Views: 15246

what a cool way to set your home! what happens when your bed is dug up ? The position is saved when you use it. You dig it, the position is still saved and used after death. When I have time i will implement this into my mod. This is what I preferred but there was a "But im too lazy to implement it...
by Echo
Wed Oct 03, 2012 10:06
 
Forum: Old Mods
Topic: [Mod] Beds [beds] - copy of PilzAdam's but with spawnpoint
Replies: 10
Views: 7033

[Mod] Beds [beds] - copy of PilzAdam's but with spawnpoint

A plain copy but added spawnpoint. When a player goes to bed, the position is stored as spawnpoint. The player dies, he respawns in his bed (everything was just a bad dream ;-)) beds_0_1.zip License Everything WTFPL, just like PilzAdams... Mod dependencies not needed any longer, as I refer to PilzAd...
by Echo
Sun Sep 30, 2012 18:04
 
Forum: Old Mods
Topic: [Mod] Beds [beds] - copy of PilzAdam's but with spawnpoint
Replies: 10
Views: 7033

idea for realizing the spawning: it's stupid to set the spawning position in the minetest.conf with "static_spawnpoint" -> one spawn point for all worlds. save the position with the world name in an external file. register_on_respawnplayer loads and sets that position for the player. of cause prefer...
by Echo
Sun Sep 30, 2012 12:30
 
Forum: Mod Releases
Topic: [Mod] Beds [beds]
Replies: 92
Views: 64843

and the strange thing is?
the light? (is there a torch?) or haven't you used the latest version of walking light mod and "lost" some light (didn't enforce update the illumination)?
or the four dark squares because of the used tile "default_sign_wall.png"?
by Echo
Sun Sep 30, 2012 11:03
 
Forum: Minetest Problems
Topic: Weird lighting bug
Replies: 3
Views: 1085

as long as the npc's don't found a union and demonstrate for more food... ;-)
by Echo
Sun Sep 30, 2012 10:07
 
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 42820

out of lua_api.txt:
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
- get_hp(): returns number of hitpoints (2 * number of hearts)
- set_hp(hp): set number of hitpoints (2 * number of hearts)
by Echo
Sun Sep 30, 2012 06:53
 
Forum: WIP Mods
Topic: A problem with my mod
Replies: 17
Views: 2680

maxp.x minp.x y_max and y_min are all negative values. Think again about the calculation of "volume".
by Echo
Sat Sep 29, 2012 22:43
 
Forum: WIP Mods
Topic: Anyone got a fix?
Replies: 2
Views: 494

Same problem in my walking-light mod. I had to remove the light node, replace it with a non-transparent node (cobble) and replace that with air.
by Echo
Sat Sep 29, 2012 22:09
 
Forum: Minetest Problems
Topic: Problem - Ambient Light Persists After Light Source Removed
Replies: 8
Views: 1709

As its not possible to have a real compass that easy, because the images and shapes are once read on load, we could have a "compass" by "throwing" leaves in the air and they are "blown" by the "wind" directing to the spawn-point until they reach ground. (And the leaves aren't completely useless.)
by Echo
Sat Sep 29, 2012 21:07
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 395383

You don't have to delete it. Just get used to it ;-) It doesn't destroy anything. The walking light mod sets an light node at your position when there is "air". When you move, it sets an non-transparent block at that position to enforce the light recalculation and removes it immediately with air aga...
by Echo
Sat Sep 29, 2012 08:16
 
Forum: Minetest Problems
Topic: someone hacks me
Replies: 5
Views: 1269

What's the point about a compass showing north in minetest? Press F5.
The compass would be useful if it directs to your spawning point (hopefully your crafted bed -> http://minetest.net/forum/viewtopic.php?pid=44864#p44864 ^^ )
by Echo
Fri Sep 28, 2012 19:17
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 395383

haha, you've got a torch in your hand and use my walking light mod.

that's the only way so far to enforce recalculation of light.
by Echo
Fri Sep 28, 2012 17:40
 
Forum: Minetest Problems
Topic: someone hacks me
Replies: 5
Views: 1269

I don't know if it could work, but is it possible to use "register_globalstep" get the current time (minetest.env:get_timeofday()) save the value for the next globalstep and detect the difference between both "timestamps"? It wouldn't detect lags for client server communication, but if the server ge...
by Echo
Fri Sep 28, 2012 09:17
 
Forum: Minetest Features
Topic: A lag detector
Replies: 15
Views: 2762

There should be a consistent value for "yes" or "no". Don't mix "true" / "1" and "false" / "0". I prefer "true" and "false" for boolean and numbers only if recommended.
by Echo
Thu Sep 27, 2012 10:47
 
Forum: Minetest Features
Topic: Restructured minetest.conf.example
Replies: 12
Views: 10033

WTFPL So do whatever you want to. Remove the "closer-stone" and/or the "treasure-chest", make it braid or not. The algorithm wasn't invented by me, I read http://www.astrolog.org/labyrnth/algrithm.htm and tried to bring that to lua code. Take it, change it, write your name over it. You have my bless...
by Echo
Thu Sep 27, 2012 08:20
 
Forum: Mod Releases
Topic: [Mod] Maze [0.5.5] [maze]
Replies: 25
Views: 14536

Use the function set_hp
Have you read minetest\doc\lua_api.txt? It's a very good start to get an overview.
by Echo
Wed Sep 26, 2012 15:29
 
Forum: WIP Mods
Topic: How to check a players health with lua?
Replies: 21
Views: 2540

I think there are three changes: 1. two more variables to detect dead ends (two new lines) old: local pos = {x = 0, y = 0, l = 0} table.insert(moves, {x = pos_x, y = pos_y, l = pos_l}) new: local pos = {x = 0, y = 0, l = 0} local forward = true local dead_end = {} table.insert(moves, {x = pos_x, y =...
by Echo
Wed Sep 26, 2012 14:11
 
Forum: Mod Releases
Topic: [Mod] Deploy Nodes [deploy_nodes] nodes that turn into big structures
Replies: 57
Views: 18854

Great job!
You could add the braid-maze code (a few lines to detect dead ends and open some of them) to make it harder to get out of the maze. With the "simple" maze you just have to keep right to get out.
by Echo
Wed Sep 26, 2012 12:04
 
Forum: Mod Releases
Topic: [Mod] Deploy Nodes [deploy_nodes] nodes that turn into big structures
Replies: 57
Views: 18854

got many unknown items:
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
farming:rhubarb_seed
farming:potatoe_seed
farming:tomato_seed
farming:orange_seed
farming:carrot_seed
by Echo
Thu Sep 20, 2012 09:19
 
Forum: Old Mods
Topic: [Game] PilzTest [old]
Replies: 39
Views: 15409

Suggestion: Is it possible (in reasonable time) to detect the distance to desert or ocean? If so, it could be nice to auto-adjust the sound-volume by the distance. When you're far away from the ocean it's a quiet sound, when you're at the shore, it has full volume.
by Echo
Mon Sep 17, 2012 10:32
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 293
Views: 98354

Windows 7
by Echo
Fri Sep 14, 2012 15:34
 
Forum: Minetest General
Topic: What OS do you use for minetest? (Windows / Mac / Linux)
Replies: 119
Views: 34927

Just tried the pack (downloaded from git) with version 0.4.3 and got 16:17:40: ERROR[main]: ServerError: LuaError: error: ...n32\bin\..\games\minitest\mods\default/leafdecay.lua:77: attempt to call field 'get_drops' (a nil value) As it's in "default", it's probably not your problem, I guess?
by Echo
Tue Sep 11, 2012 14:27
 
Forum: Subgame Releases
Topic: [Game] MiniTest
Replies: 319
Views: 112530

where are the final brackets? Just to lazy to post or really missing? Please post the debug output.
by Echo
Mon Sep 10, 2012 08:20
 
Forum: WIP Mods
Topic: A problem with my mod
Replies: 17
Views: 2680

You can use milliseconds in minetest.after(). In the function you can set a boolean variable to false and check it in the main code. Nope, not working. Neither with globalstep: local global_timestep = false minetest.register_chatcommand("infinite_loop", { params = "", description = "Wait for a glob...
by Echo
Sun Sep 09, 2012 20:12
 
Forum: Minetest Features
Topic: precision timer
Replies: 5
Views: 3059

Not what I want. minetest.after just calls a function after a period of time (in seconds, not milliseconds). But within the function you have no control how long it takes to compute. I'd like to have a function like "microtime" in PHP, which gives you a precise time when you call it. Or the function...
by Echo
Sun Sep 09, 2012 13:27
 
Forum: Minetest Features
Topic: precision timer
Replies: 5
Views: 3059

precision timer

I wondered if there is any precision timer useable in LUA. os.time() gives only seconds minetest.env:get_timeofday() gives always the same value within a function Why? I'm working on a complex algorithm but I don't want the game to lag. With a precision timer I could modify my algorithm to abort whe...
by Echo
Sun Sep 09, 2012 11:38
 
Forum: Minetest Features
Topic: precision timer
Replies: 5
Views: 3059

Just came to my mind: In germany we have the political party: "Piratenpartei"
https://lqfb.piratenpartei.de/lf/initiative/show/2293.html
A desicion template for a law to "curb the Wikipedia deletion Nazis"
by Echo
Sat Sep 08, 2012 21:57
 
Forum: Minetest General
Topic: Minetest is in development for Wikipedia!
Replies: 63
Views: 11779

Sorry, but your last minp is wrong. It should be -20 at the x-position.
by Echo
Sat Sep 08, 2012 19:00
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 293
Views: 98354
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