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Re: What can you do with Mob API's

I always wonder why people forget about MirceaKitsune's Creatures mod. Here is a link: https://forum.minetest.net/viewtopic.php?f=11&t=9240 Last updated about a year ago so maybe that is why people forget about it? Has some interesting features like compositing images for fur patterns and clothi...
by domtron vox
Mon Feb 27, 2017 13:48
 
Forum: Modding Discussion
Topic: What can you do with Mob API's
Replies: 9
Views: 2151

Re: any quest mods?

There is a Quests framework by TeTpaAka. Form topic: viewtopic.php?f=11&t=11265
by domtron vox
Mon Feb 27, 2017 13:32
 
Forum: Modding Discussion
Topic: any quest mods?
Replies: 8
Views: 1662

Re: Opinions Wanted - Lua A Good "Gateway" Language?

I just want to put out that I started programming when I was around 11. I started with Python, moved into javascript with html/css, and did C++ when I got to college. I think I'm a decent "programmer", but my software engineering skills (designing the program architecture) are lacking. How...
by domtron vox
Tue Nov 22, 2016 21:46
 
Forum: Minetest General
Topic: Opinions Wanted - Lua A Good "Gateway" Language?
Replies: 22
Views: 3304

Re: [Mod] SkillsFramework [0.4] [skillsframework]

I'm am please it is working at all on a server. I did next to no testing in a multiple user environment. :) I don't know how much I can help you right now with school and all. I'm having some trouble understanding the situation exactly from what you said. Basically you have a number of people on a s...
by domtron vox
Thu Sep 15, 2016 20:37
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 50
Views: 8794

Re: [Mod] SkillsFramework [0.4] [skillsframework]

With how it was set up you won't get any mining experiance without geting like level 3 digging. Glad you like it. :)
by domtron vox
Wed Sep 07, 2016 03:06
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 50
Views: 8794

Re: [Mod] SkillsFramework [0.4] [skillsframework]

ok. The chat commands are a bit picky as I didn't put too much time into them. They are sensitive to capitalization so if you typed "/skills Digging" and the skill is actually called d igging it will have an error. So use the exact name that "/skills" provides. As for the gui the...
by domtron vox
Wed Sep 07, 2016 02:44
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 50
Views: 8794

Re: [Mod] SkillsFramework [0.4] [skillsframework]

@TheReaperKing: glad to hear you are interested in it and sorry to hear you are having trouble with it. I have been very busy this summer and am just starting my last(I hope) year of college so I haven't had time to work on this. If I remember right the repo has commits for 0.5 but I needed to test ...
by domtron vox
Wed Sep 07, 2016 01:02
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 50
Views: 8794

Re: [Game] Station 17

I made a pull request several days ago, but I guess you didn't see it so I'll post here as well. If you didn't like my changes that fine too of course. I just updated it but if you push anything else it will become out of date again. https://github.com/hansonry/station17/pull/1 Sorry didn't post soo...
by domtron vox
Fri Jul 08, 2016 02:26
 
Forum: WIP Subgames
Topic: [Game] Station 17
Replies: 14
Views: 2692

Re: [Game] Station 17

I went back and read the tg wiki a bit. Apparently the construction order is lattice > plating > floor/walls. You cannot remove platting with tools only destroy/break it so I guess only an explosion. Wiring and pipe goes on the plating level then you can lay floor tiles and build walls on top of tha...
by domtron vox
Sat Jul 02, 2016 14:09
 
Forum: WIP Subgames
Topic: [Game] Station 17
Replies: 14
Views: 2692

Re: [Game] Station 17

I'm interested in helping. I was thinking the atmos system could be some kind of modified LINDA, with the the hardest part probably being understanding LINDA itself. There are some things that would be impractical with current minetest though, like spacewind, and there are some other issues that co...
by domtron vox
Fri Jul 01, 2016 03:26
 
Forum: WIP Subgames
Topic: [Game] Station 17
Replies: 14
Views: 2692

Re: Mods in Mod Releases should use unique directory name

I don't know how easy or desirable this is, but maybe new posts to the WIP and Release categories should require filling out a form instead of the normal post creator/editor. Then a script could be used to search for the technical name and warn that the given name is already used. It would also help...
by domtron vox
Fri Jul 01, 2016 02:22
 
Forum: Modding Discussion
Topic: Mods in Mod Releases should use unique directory name
Replies: 11
Views: 1123

Re: Textures Spread Across Multiple Nodes

Here is a mod that breaks up the repeated-ness of textures. It randomly rotates them for each node. https://forum.minetest.net/viewtopic.php?f=9&t=10845 If you want bigger nodes, you could try scaling all models down, slow down player physics, and reduce the player camera height(I think you can ...
by domtron vox
Thu Jun 30, 2016 01:19
 
Forum: Minetest General
Topic: Textures Spread Across Multiple Nodes
Replies: 12
Views: 1117

Re: [Game] Station 17

I'm interested in helping. I was thinking the atmos system could be some kind of modified LINDA, with the the hardest part probably being understanding LINDA itself. There are some things that would be impractical with current minetest though, like spacewind, and there are some other issues that co...
by domtron vox
Thu Jun 30, 2016 00:37
 
Forum: WIP Subgames
Topic: [Game] Station 17
Replies: 14
Views: 2692

[Solved] Connected NodeBox DrawType

So I just spent 10-20 minutes trying to find documentation on the connected nodebox drawtype to figure out why it wasn't working. It was a fairly "duh" moment, but I was surprised that I didn't see any documentation on it other then in the Lua_api.txt and that was obscure enough that I mi...
by domtron vox
Wed Jun 29, 2016 14:36
 
Forum: Modding Discussion
Topic: [Solved] Connected NodeBox DrawType
Replies: 0
Views: 388

Re: Why aren't mods in C++?

And I didn't realize this was a fairly old thread until I was half way through writing this post. So I'm going to go ahead and post it and hope I don't get tar and feathered. There are lots of ideas in this area all of which need more research. For example you could probably get away from the secur...
by domtron vox
Wed Jun 29, 2016 00:50
 
Forum: Modding Discussion
Topic: Why aren't mods in C++?
Replies: 18
Views: 4780

Re: [Game] Station 17

Hay, I forked it and hope I can contribute some though I've been really busy lately. x.x Some questions: * Do you have any ideas as to how you want the mods folder structured? I.e. nameing, where to put various things, and the like. * Do you have a license chosen? FYI, Here is a mod that adds some s...
by domtron vox
Tue Jun 28, 2016 01:08
 
Forum: WIP Subgames
Topic: [Game] Station 17
Replies: 14
Views: 2692

Re: Space Station 13 Clone

I actually thought about this, making a SS13 subgame, myself right after I read about the death of the attempt to rewrite SS13 to be standalone. I was thinking more along the lines of how to implement the mechanics of the station (wireing, solar panels, tools, sigularity generator). You could maybe ...
by domtron vox
Fri Jun 24, 2016 23:02
 
Forum: Minetest General
Topic: Space Station 13 Clone
Replies: 10
Views: 1883

Re: factions server creation

I didn't mean the MOD, I just meant a simple survival server with protection mods and "factions". Just to clear things up;) As for setting up a server you need to learn some skills, but that is a big part of the fun. “The journey, not the destination” and all that. ;) There is a guide in ...
by domtron vox
Fri Jun 24, 2016 21:00
 
Forum: Minetest Servers
Topic: factions server creation
Replies: 10
Views: 1827

Re: factions server creation

There is still a lot things left. Read this topic here it will tell you everything about factions. Read it, but I still don't know what is missing. The only post that actually explaines a specific feature is SaKeL (the "influence allows claiming land") which is more of an extension to a b...
by domtron vox
Wed Jun 22, 2016 23:19
 
Forum: Minetest Servers
Topic: factions server creation
Replies: 10
Views: 1827

Re: factions server creation

You can't make a faction server right now as there are no proper mods out there. And factions will lag a lot too. So right now, nope its not possible I know of two off the top of my head. I have no clue about their buggyness/lag but here they are: by jonjeg back in 2012(probebly needs updating): ht...
by domtron vox
Tue Jun 21, 2016 20:12
 
Forum: Minetest Servers
Topic: factions server creation
Replies: 10
Views: 1827

Re: Create script to clone/update mods from Github

You don't use clone to update mods; that makes a copy of the repository. If you already have the mods you want you just need git pull or some other command like git fetch. Here is a nice and free book on git. Also you should really put that in a loop. Then you could use an array, though array's are ...
by domtron vox
Tue Jun 21, 2016 14:50
 
Forum: Minetest General
Topic: Create script to clone/update mods from Github
Replies: 18
Views: 2889

Re: Minetest and VR

mikemac30 wrote:... I just tried it on my DIY VR headset ...


This is what I'm interested in. :P

Did you follow some sort of project, or did you do your own reaserch and wing it? Also please post pictures if it isn't too much trouble. :D
by domtron vox
Tue Jun 21, 2016 01:17
 
Forum: Minetest Features
Topic: Minetest and VR
Replies: 15
Views: 2677

Re: Adding compiler flags

You should tell us if your using windows or linux and maybe explain a bit more about what your trying to do exactly(why you are adding flags etc). I know on linux you can define some compile time values when running make as described here for run in place and here which is a list of all cmake flags ...
by domtron vox
Sat Jun 18, 2016 18:09
 
Forum: Minetest Engine
Topic: Adding compiler flags
Replies: 2
Views: 2294

Re: Create script to clone/update mods from Github

Can I make a script with bash using git? Yes you can. I have poor internet so one of the things I like doing is collecting source repositories together into a local archive of code; I have a good 60-70 repos on a drive. I worked a bit on a script to automatically update all of them, but haven't had...
by domtron vox
Sat Jun 18, 2016 17:31
 
Forum: Minetest General
Topic: Create script to clone/update mods from Github
Replies: 18
Views: 2889

Re: Will MT always use Irrlicht?

I'll just throw my 2 cents into the pot. 1. Horde3D is a graphics engine that (suposedly) tries to follow the KISS principle. Unfortunately the developers haven't had time to work much on it last year or so. Also it isn't a game engine just 3D rendering. 2. In my experience technology changes tend t...
by domtron vox
Sat Jun 18, 2016 04:22
 
Forum: Minetest Engine
Topic: Will MT always use Irrlicht?
Replies: 31
Views: 13642

Re: Contribute to Minetest

I have been wanting to contribute, but haven't had the time... Anyway list below is from my general programming experience. 1. Have a bit of spare time. 2. Compile Minetest from source.(Instructions: Linux | Windows ) This lets you make changes and recompile to test the changes. You will want to clo...
by domtron vox
Sat Jun 18, 2016 04:02
 
Forum: Minetest-Related
Topic: Contribute to Minetest
Replies: 1
Views: 639

Re: Found an Opensource Mod database server

A brief history of mod stores for Minetest... Interesting. I had heard about mmdb and used it a bit, but had not seen the other two. Here are the links for mintest-bower if anyone was interested forum: viewtopic.php?f=14&t=13012 and the site itself: https://minetest-bower.herokuapp.com/ Thanks ...
by domtron vox
Wed Dec 23, 2015 20:43
 
Forum: Minetest General
Topic: Found an Opensource Mod database server
Replies: 3
Views: 871

Found an Opensource Mod database server

Hi, it has been a while. D: So I play a game called Factorio, commercial Indi, and recently found out that a member of the community made a mod database for it, see http://www.factoriomods.com/ and https://github.com/Zequez/FactorioMods. It is quite nice and has all the basic functionality plus a re...
by domtron vox
Mon Dec 21, 2015 14:38
 
Forum: Minetest General
Topic: Found an Opensource Mod database server
Replies: 3
Views: 871

Re: [Mod] SkillsFramework [0.4] [skillsframework]

Hay I'm really busy but if you want to learn lua there are lots of tutorials online like this one: http://www.lua.org/pil/contents.html (actually this is the official one) also one of the minetest members have put together an online book specifically for minetest modding which will help you in makin...
by domtron vox
Tue Sep 22, 2015 21:55
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 50
Views: 8794

Re: [Mod] SkillsFramework [0.4] [skillsframework]

Update .4 Changes ⋅  SkillsFramework.attach_skillset can be given an array of skills as the second argument which will be added to the new skillset. Passing it nil will add all defined skills. ⋅  SkillsFramework.append_skills was added. It takes a set_id and a list of skills or ...
by domtron vox
Sun Aug 09, 2015 21:39
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 50
Views: 8794
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