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Re: How to set the draw order of HUD elements?

Looking at the code, this seems to be impossible at the moment, but I can explain the behaviour at least: The engine first draws the item bar (+ the health and breath bars for compatibility with older clients. They are redrawn later, so we can ignore them for now) and then it draws the hud elements ...
by TeTpaAka
Wed Dec 21, 2016 01:21
 
Forum: Modding Discussion
Topic: How to set the draw order of HUD elements?
Replies: 3
Views: 701

Re: [Mod] Quest framework [1.0] [quests]

Minetestforfun wrote:Version 1.0, Congratulation ! :p

Now need a xpframework/skillframework to work with this for create a RPG based server :)

Wuzzy wrote:Great! Contratulations for reaching the 1.0 milestone. Now I just need to find an use case for this mod. xD

Thanks you two.

I fixed a deprecation warning, so now we have 1.1.
by TeTpaAka
Thu Jul 16, 2015 19:17
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 7814

Re: [Mod] Quest framework [0.9] [quests]

Update:

Manual word wrap after 60 chars added. This looks fine in 800x600 but doesn't adapt to the screen resolution. But as long as there is no engine support, this is fine.

My TODO list is done, I declare this version 1.0.
by TeTpaAka
Thu Jul 16, 2015 13:57
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 7814

Re: Post your modding questions here

My problem is, that the engine complains about deprecated usage: Deprecated usage of statbar without size! According to lua_api.txt, the size is: * `size`: If used, will force full-image size to this value (override texture pack image size) But setting the size to the dimensions of the image also af...
by TeTpaAka
Wed Jul 15, 2015 17:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628369

Re: [Mod] Quest framework [0.8] [quests]

Update:

Central messages added for direct notifications when a quest changes and sound effects added.

Update2:

Quest metadata added.
by TeTpaAka
Wed Jul 15, 2015 12:40
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 7814

Re: [Mod] Central Message [0.1.1] [central_message]

Okay, I have released version 0.1.1. As I said, I have changed the way how the text is displayed, so this fixes issues with custom font sizes, gui scalings or multi-line texts, as pointed out by Hybrid Dog. This mod should now work no matter on the font or GUI scaling. However, there is a regressio...
by TeTpaAka
Tue Jul 14, 2015 12:00
 
Forum: WIP Mods
Topic: [Mod] Central Message [0.3.0] [central_message]
Replies: 13
Views: 1838

Re: [Mod] Quest framework [0.7] [quests]

Hi, Can you share with use when you think your mod will be 1.0/stable version ? Thank you in advance It should be stable now, though it still needs a lot of testing. The only things I plan to add are in the TODO list in the first post. After that, I will bump the version to 1.0. The functionality s...
by TeTpaAka
Thu Jul 09, 2015 13:00
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 7814

Re: [Mod] Quest framework [0.7] [quests]

It is fixed in current master. Thanks to arsdragonfly.
by TeTpaAka
Thu Jul 09, 2015 12:00
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 7814

Re: [Mod] Quest framework [0.7] [quests]

It is great mod, but i know to create many quests without gui interface is too long time and difficult for most peoples. This mod is designed as a foundation for other mods to work on. It is not directly for the end user as it is useless on it's own, only for mod creators. Anyway, I will try to imp...
by TeTpaAka
Mon Jul 06, 2015 20:07
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 7814

Re: [Mod] Creatures [git] [minetest_mods_creatures]

TeTpaAka: The simple solution to wool regrowing is that during possession an influx of energy causes said sheep to quickly grow it's wool... ehe I thought of that, too. But gameplay wise, it is cheaty. You can simply possess a sheep over and over again and receive infinite amounts of wool. Also, th...
by TeTpaAka
Wed Jul 01, 2015 12:07
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 45951

Re: [Mod] Creatures [git] [minetest_mods_creatures]

I really like the new additions. But I found, that sheep grow their wool back when they are possessed. Their state isn't transferred to the player. EDIT: http://irc.minetest.ru/minetest/2015-07-01#i_4304467 It should be more like 1.57 The yaw is calculated in radians, so 90 degrees are pi/2, which i...
by TeTpaAka
Wed Jul 01, 2015 08:55
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 45951

Re: Transform player model

Transforming the mesh is what the creatures mod does. It allows you to possess animals and humans.
by TeTpaAka
Mon Jun 29, 2015 09:23
 
Forum: Minetest General
Topic: Transform player model
Replies: 9
Views: 2020

Re: [Mod] Creatures [git] [minetest_mods_creatures]

The only real remaining problems are finding ways to disable the builtin fall damage and lava damage for players. Some mobs (like the stone monster) can bathe in lava without being hurt, but the player version cannot. I'm not sure how these overrides can and should be handled however... after all, ...
by TeTpaAka
Sun Jun 28, 2015 23:03
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 45951

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Another noticeable one which should be easy to solve is makes_footstep_sounds not working for players either (not disabling footsteps). Perhaps you could fix that one as well sometime, if you're doing work in this area please? https://github.com/minetest/minetest/pull/2852 EDIT: Could you please ma...
by TeTpaAka
Sun Jun 28, 2015 18:58
 
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 140
Views: 45951

Re: [Help] Writing a Field Of View scanner

For player:get_look_yaw, it works with my formula. Could it be, that for entities, the yaw has another reference point?
Anyway, could you try flipping x and z (again, sorry).
It seems to be :
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
       90
180 ------- 0
       90

When it should be:
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
       0
90 ------- 90
      180
by TeTpaAka
Thu Jun 25, 2015 13:06
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2277

Re: [Help] Writing a Field Of View scanner

My code is correct. But you have to invert the order in vector.subtract. To get the direction from one point to the other, you need to subtract the origin from the target, so vector.subtract(pos2, pos1) should return the right vector. The 90- has to be removed and the formula in yaw2vec reverted to ...
by TeTpaAka
Thu Jun 25, 2015 12:20
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2277

Re: Custom inventory that behaves the same as the craft outp

Strange. For me, the code works as expected. It prints "output is empty" until I put something in "in" and triggers allow_take and on_take when I take something. Though I had to add "default" as a dependency, so it doesn't override the inventory formspec. And you are ri...
by TeTpaAka
Tue Jun 23, 2015 22:17
 
Forum: Modding Discussion
Topic: Custom inventory that behaves the same as the craft output.
Replies: 6
Views: 836

Re: Custom inventory that behaves the same as the craft outp

If it is in a node definition, you can use allow_metadata_inventory_put on the input field and use the elements of the inventory to call get_craft_result(). You can put the output in the output slot and then, with allow_inventory_take, you can decrement the input if someone takes the craft result.
by TeTpaAka
Sun Jun 21, 2015 18:53
 
Forum: Modding Discussion
Topic: Custom inventory that behaves the same as the craft output.
Replies: 6
Views: 836

Re: [Help] Writing a Field Of View scanner

You'd replace yaw2vec to a function that also takes the pitch to set the y value: local function yaw2vec(yaw, pitch) pitch = pitch or 0 return { x = math.cos(yaw) * math.cos(pitch), z = math.sin(yaw) * math.cos(pitch), y = math.sin(pitch) } end Edit: Fixed the code. You have to multiply x and z by m...
by TeTpaAka
Sun Jun 21, 2015 12:39
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2277

Re: [Help] Writing a Field Of View scanner

You need to convert the yaw to a vector and determine the vector between the two positions. If you got that, you need to measure the angle between the two vectors: local function yaw2vec(yaw) return { x = math.cos(yaw), z = math.sin(yaw), y = 0 } end Oh, it was that easy? Thanks! The yaw is the ang...
by TeTpaAka
Sun Jun 21, 2015 10:54
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2277

Re: [Help] Writing a Field Of View scanner

You need to convert the yaw to a vector and determine the vector between the two positions. If you got that, you need to measure the angle between the two vectors: local function yaw2vec(yaw) return { x = math.cos(yaw), z = math.sin(yaw), y = 0 } end local function dotproduct(v1, v2) if v1 and v2 th...
by TeTpaAka
Sun Jun 21, 2015 10:13
 
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 2277

Re: Environment::getTimeOfDay Always returning same value

https://github.com/Bremaweb/minetest/bl ... ance.h#L28
You probably want a pointer to the environment instead of a hard copy.

Also my compiler complains about the use of c++11. If you want this code to be included to the main codebase, you should avoid c++11.
by TeTpaAka
Sat Jun 20, 2015 11:20
 
Forum: Minetest Engine
Topic: Environment::getTimeOfDay Always returning same value
Replies: 1
Views: 797

Re: [Mod] Painting [painting] [0.8]

NewColor.R = (Color1.R * Color2.R)/255
NewColor.G = (Color1.G * Color2.G)/255
NewColor.B = (Color1.B * Color2.B)/255

Further down in the answer.
by TeTpaAka
Tue Jun 09, 2015 17:14
 
Forum: Mod Releases
Topic: [Mod] Painting [0.8] [painting]
Replies: 44
Views: 15733

Re: [Mod] Painting [painting] [0.8]

Hybrid Dog wrote:l could make it possible to use any colour from #000000 to #ffffff but l don't know exactly how to mix the colours:
#00f and #ff0 need to become #0f0 and not #fff

That's the difference between subtractive and additive colour mixing. Try this.
by TeTpaAka
Tue Jun 09, 2015 16:08
 
Forum: Mod Releases
Topic: [Mod] Painting [0.8] [painting]
Replies: 44
Views: 15733

Re: [Mod] Player Effects [1.1.1] [playereffects]

@TeTpaAka: No. Unless I update this mod, of course (sorry for late answer). But I am not sure what exactly you want here. For example: ⋅  A player gets hit by a spell that makes him blind for 20 seconds. ⋅  After 5 seconds, he gets hit again, this time with a spell that blinds h...
by TeTpaAka
Sat May 30, 2015 16:32
 
Forum: Mod Releases
Topic: [Mod] Player Effects [1.2.0] [playereffects]
Replies: 30
Views: 13443

Re: [Mod] Advanced area protection [areas]

CWz wrote:is it possible for a mod to get area id? or owner name

Take a look at api.lua.
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
areas:getAreasAtPos(pos)
or
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
areas:getNodeOwners(pos)
seem to be what you want.
by TeTpaAka
Tue May 26, 2015 19:32
 
Forum: Mod Releases
Topic: [Mod] Advanced area protection [areas]
Replies: 143
Views: 58207

Re: How to get undeclared global variable warning on interfa

There's one case where I don't like the warning. Sometimes when creating a namespace you don't want to depend on the order of execution. So you might write this in two or more different places: namespace = namespace or {}; namespace.var = ...; function namespace.func() ... end; I'd be nice to diffe...
by TeTpaAka
Sun May 24, 2015 20:32
 
Forum: Modding Discussion
Topic: How to get undeclared global variable warning on interface?
Replies: 12
Views: 1961

Re: Post your modding questions here

I have a tool that places a node, a marker and an arrow, however I want the arrow to point in the direction that the user is pointing when they use the tool. I have the node set so if you place it directly all works as it should, but when using it as a tool it doesn't. Is this possible, am I just m...
by TeTpaAka
Thu May 21, 2015 12:31
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628369
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