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Re: MinetestMapperGui - Graphical userinterface for mtmapper

New Release: (Same features as I told above but less bugs and some code optimizations) Installers: Setup Minetest Mapper Gui x64.exe (0.7.0) 20.8 MB Setup Minetest Mapper Gui x32.exe (0.7.0) 18.8 MB "Portable" versions: MinetestMapperGui_64.zip (0.7.0) 24.0 MB MinetestMapperGui_32.zip (0.7...
by addi
Sun Mar 05, 2017 13:37
 
Forum: Minetest-Related
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 88
Views: 32431

Re: MinetestMapperGui - Graphical userinterface for mtmapper

I added now support for newer maps in minetestmapper . Sourcecode can be found here: https://github.com/adrido/minetest-mapper-cpp/tree/support_newer_mapblock_serialization Download the new version of MinetestMapperGui : https://bitbucket.org/adrido/minetestmappergui/downloads/MinetsetMapperGui_64_v...
by addi
Mon Feb 27, 2017 08:22
 
Forum: Minetest-Related
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 88
Views: 32431

Re: [Mod] DarkAge [0.4] [darkage]

New feature: Round and Square Glass Round Glass: https://bitbucket.org/adrido/darkage/wiki/glass_round.png https://bitbucket.org/adrido/darkage/wiki/craft_glass_round.png Square Glass: https://bitbucket.org/adrido/darkage/wiki/glass_square.png https://bitbucket.org/adrido/darkage/wiki/craft_glass_s...
by addi
Fri Feb 24, 2017 09:03
 
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 127
Views: 51748

Re: [Mod] Multinode-gates, drawbridges and garage doors [gat

Thanks :-D.
If you have any suggestions or ideas, they are welcome. :)
by addi
Fri Feb 17, 2017 09:50
 
Forum: WIP Mods
Topic: [Mod] Multinode-gates, drawbridges and garage doors [gates]
Replies: 16
Views: 5719

Re: Edit signs without interact priv?!?

hmm looks like that old bug is back: https://github.com/minetest/minetest_game/issues/210
Maybe in combination with a manipulated client
by addi
Fri Feb 17, 2017 09:39
 
Forum: Minetest Problems
Topic: Edit signs without interact priv?!?
Replies: 7
Views: 2227

Re: [Mod] In-Game Formspec Creator [debugger]

Not much at all, except for the fact that it's a mod, not a subgame, meaning it is easier to use. Not only that, but it is far more stable than the other (e.g. you can exit without crashing the game, formspecs are saved per-player when the game is shut down, and all formspec elements function prope...
by addi
Wed Feb 08, 2017 08:08
 
Forum: WIP Mods
Topic: [Mod] In-Game Formspec Creator [debugger]
Replies: 5
Views: 1046

Re: Opinons needed: Possible change in map block serializati

If this does not introduce any other bugs, I would fine with it.
by addi
Sun Feb 05, 2017 10:28
 
Forum: Minetest News
Topic: Opinons needed: Possible change in map block serialization
Replies: 10
Views: 4524

Re: MinetestMapperGui - Graphical userinterface for mtmapper

texmex wrote:Going to try this on macOS through Wine.

And? Did you had success?
by addi
Sat Jan 28, 2017 10:14
 
Forum: Minetest-Related
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 88
Views: 32431

Re: What value does player:get_look_horizontal() return?

Thanks for you response. I just used the math.abs() to make the negative numbers positive. I didnt know earlier that there where also positive numbers possible, so this was a shortcut for normalization. As this patch got merged now the rotation is now correctly in the range [0, 2PI) so such tricks a...
by addi
Wed Jan 25, 2017 14:26
 
Forum: Modding Discussion
Topic: [solved]What value does player:get_look_horizontal() return?
Replies: 11
Views: 1955

Re: What value does player:get_look_horizontal() return?

Here is a example mod to make this odd (probably wrong) behavior visible: local players = {} local format= [[rot: %f math.abs(rot): %f math.deg(rot): %f math.deg(math.abs(rot)): %f]] local function updatehud(player) local playername = player:get_player_name(); local rot = player:get_look_horizontal(...
by addi
Tue Jan 24, 2017 08:48
 
Forum: Modding Discussion
Topic: [solved]What value does player:get_look_horizontal() return?
Replies: 11
Views: 1955

Re: [Mod] growing trees [0.0.9] [growing_trees]

Some Days ago I also started to fix some bugs with this mod:
https://bitbucket.org/kingarthursteam/g ... ommits/all
If you want, you can use this codebase, it would save you some hours of work ;-)
by addi
Tue Jan 24, 2017 03:42
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 97896

Re: What value does player:get_look_horizontal() return?

I did some further tests and printing out the rotation directly into chat. It seems it ranges from 0 to -2PI ! To get something usefull I first had to do math.abs(player:get_look_dir()) I think this should be at least noted somewhere! The mathematical correct way would be 0 to 2PI from x-Axis counte...
by addi
Sun Jan 22, 2017 18:52
 
Forum: Modding Discussion
Topic: [solved]What value does player:get_look_horizontal() return?
Replies: 11
Views: 1955

[solved]What value does player:get_look_horizontal() return?

According to lua api.txt I assume it returns the rotation in radians. so the value ranges from 0 rad to 2*PI rad that is 0° to 360° Degree while rotation is counter-clockwise. to transform rad into degree I used math.deg(rot). since I need the roataion clocwise I used 360-math.deg(rot). So the full ...
by addi
Sat Jan 21, 2017 08:29
 
Forum: Modding Discussion
Topic: [solved]What value does player:get_look_horizontal() return?
Replies: 11
Views: 1955

Re: [MOD] cannons with a lot of features! [2.5] [cannons]

Thanks for your comment. Yes, this mod is still maintained. I only forgott to upload the latest version :/

Well its up now and the craft rezeip should work.
Cannons Version 2.5.4 (.zip) 635.6 KB
other versions

BTW: Thanks to all for over 1000 Downloads of this mod!
by addi
Mon Jan 16, 2017 05:43
 
Forum: Mod Releases
Topic: [MOD] cannons with a lot of features! [2.5] [cannons]
Replies: 74
Views: 26030

Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

There is also a craft recipe conflict with xdecor.
xdecor:rope is crafted out of 3 farming:cotton
and castle:ropes is using the same recipe

I does not care if this gets resolved in this mod or in the xdecor mod. Please report it there if you not want to fix it. thanks
by addi
Thu Jan 12, 2017 13:55
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 102
Views: 25057

Re: [Mod] Mobs Redo [1.33] [mobs]

I getting some warnings on my client while playing with this mod. The warnings even occour while playing on a dedicated server. Unknown chunk found in mesh base - skipping Loaded mesh: mobs_sand_monster.b3d Unknown chunk found in mesh base - skipping Loaded mesh: mobs_sand_monster.b3d Unknown chunk ...
by addi
Thu Jan 12, 2017 13:46
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240889

Re: [Forum] Display thumbnails of images in the attachment

If I remember correctly, PHPbb does already have that feature. It is also enabled by default. But maybe its broken or it got disabled?

Well such a thumbnail does not realy consume very much disk space. Also disk space is very cheap in today times.
by addi
Sun Jan 08, 2017 13:13
 
Forum: Minetest Features
Topic: [Forum] Display thumbnails of images in the attachment
Replies: 2
Views: 862

Re: Poll: Growing crops and/or saplings underground?

So, alternative compromise: do that, but then decrease light level of torches to 11 so they don't grow crops like before and tweak the visual brightness curve so even though they would decrease in light value the visual brightness is still high so torches won't be darker (which actually was already...
by addi
Sun Jan 08, 2017 12:52
 
Forum: Minetest General
Topic: Poll: Growing crops and/or saplings underground?
Replies: 52
Views: 9537

[Forum] Display thumbnails of images in the attachment

The Forum does not display thumbnails of images uploaded in the attachment.
Please add a thumbnail preview of them.
by addi
Sun Jan 08, 2017 09:33
 
Forum: Minetest Features
Topic: [Forum] Display thumbnails of images in the attachment
Replies: 2
Views: 862

Re: Poll: Growing crops and/or saplings underground?

I voted for option 4, because not only underground farms are affected by this. Just take a look at the screenshots. https://forum.minetest.net/download/file.php?id=8480 https://forum.minetest.net/download/file.php?id=8481 Under the wings of the mill there is nothing growing, because of the shadow of...
by addi
Sun Jan 08, 2017 09:19
 
Forum: Minetest General
Topic: Poll: Growing crops and/or saplings underground?
Replies: 52
Views: 9537

Re: Minetest 0.4.15

Thanks to all that made this release possible!
And merry Christmas to all :)
by addi
Sat Dec 24, 2016 10:05
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 52307

Re: MinetestMapperGui - Graphical userinterface for mtmapper

Sorry, for the late response. Here is a new build of MinetestMapperGui : MinetestMapperGui_Portable_x32.zip 7.2 MB MinetestMapperGui_Portable_x64.zip 8.6 MB It has two new features then the last build: 1. Extras->Start colors.txt assistant: This Assistant helps you to generate a brand new and up to ...
by addi
Wed Dec 14, 2016 10:02
 
Forum: Minetest-Related
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 88
Views: 32431

Re: io.lines() seems not longer to work

*rofl* Thanks Wuzzy :)
by addi
Thu Nov 10, 2016 12:38
 
Forum: Modding Discussion
Topic: io.lines() seems not longer to work
Replies: 10
Views: 2336

Re: [Mod] locks [locks]

hmm you renamed the mod to padlocks, thats imo a bit bad, because you cannot easy update from existing mod to your updated one. Also the whole commit history is gone in your fork. I think its not a problem to write a patch for your fork. But I have some questions: If you want to keep "padlocks&...
by addi
Thu Nov 10, 2016 12:36
 
Forum: Mod Releases
Topic: [Mod] locks [locks]
Replies: 48
Views: 25469

Re: Minetest verlangt Administratorenrechte?

Ich konnte das Problem nicht reproduzieren. Ich musste aber auf eine x64 Version von Windows 7 zurückgreifen, da ich keine x32 CD zur Hand hatte. Etwas mehr Informationen wären jedoch hilfreich: Welche Betriebssystemversion liegt denn genau vor? Ich habe mal "Professional mit SP1" angenomm...
by addi
Wed Nov 09, 2016 14:53
 
Forum: Deutsch
Topic: Minetest verlangt Administratorenrechte?
Replies: 2
Views: 2405

Re: io.lines() seems not longer to work

Also, why are you complaining about the IRC mod? I thought this mod was already made compatible a long time ago. Or does it currently break as well? Then please report a bug to the devs of Minetest and the IRC mod. 2016-11-09 15:25:21: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefini...
by addi
Wed Nov 09, 2016 14:41
 
Forum: Modding Discussion
Topic: io.lines() seems not longer to work
Replies: 10
Views: 2336

Re: io.lines() seems not longer to work

Yes, the intention of the secure mode is correct, but currently its too buggy. A mod that works great with 0.4.14 schould also work with 0.4.15 and so on. (except it uses deprecated functions) else we would have the same bad behavior as minecraft. Shure modders can easily fix some functions. In this...
by addi
Wed Nov 09, 2016 10:25
 
Forum: Modding Discussion
Topic: io.lines() seems not longer to work
Replies: 10
Views: 2336

Re: Search Minetest mods!

Not shure if this bug was introduced lately or if this exists for a longer time: if you search for "locks" all mods are from "Calinou" but they are from different authors . I realy like the opensearch function, but could you please replace the favicon to something more minetest l...
by addi
Wed Nov 09, 2016 09:56
 
Forum: Minetest-Related
Topic: Search Minetest mods!
Replies: 55
Views: 18987
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