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Re: Can I add a "mods" folder to my subgame?

Each game should have a unique name and be placed as a directory inside the "games" directory. Each game should have the following required structure: game_name --/menu --/header.png --/icon.png --/mods (with all mods and modpacks inside) --/game.conf (should set the game name, as does MTG...
by octacian
Wed Feb 01, 2017 15:13
 
Forum: Subgame Discussion
Topic: Can I add a "mods" folder to my subgame?
Replies: 7
Views: 3088

Re: [SOLVED] Make loops time out under environment?

Got it working. Turned out that the issue was somewhere else, though I don't know where. After resetting my working directory, replacing return false, ... with error(..., 2) worked just fine.

Thanks kaeza!
by octacian
Tue Jan 31, 2017 06:08
 
Forum: Modding Discussion
Topic: [SOLVED] Make loops time out under environment?
Replies: 1
Views: 434

Re: [Mod] Functional Lua Computers [0.5] [digicompute]

... ? I wrote something in the computer ... I crashed too when I pressed on the help button in the computer and when I wrote the name of the computer. This is interesting. Errors like that should be redirected through the sandbox, meaning the game shouldn't crash but the error should be shown in th...
by octacian
Tue Jan 31, 2017 06:05
 
Forum: WIP Mods
Topic: [Mod] Functional Lua Computers [0.5.2] [digicompute]
Replies: 22
Views: 3022

[SOLVED] Make loops time out under environment?

I've been working on a computer mod ( digicompute ), but have been having some issues with the environment. Everything works fine, but if the player creates a large/infinite loops (e.g. for i=1,100000 do ... end), the server crashes instead of the code nicely timing out as had been hoped. My code fo...
by octacian
Tue Jan 31, 2017 02:20
 
Forum: Modding Discussion
Topic: [SOLVED] Make loops time out under environment?
Replies: 1
Views: 434

Re: [Mod] Functional Lua Computers [0.5] [digicompute]

No matter what I type into the terminal, I always get " [string "whateveritype"]:1: '=' expected near '<eof>' " unless I type something like "time = 0" which does nothing btw. See the API documentation that documents all the functions available under the environment. R...
by octacian
Mon Jan 30, 2017 21:02
 
Forum: WIP Mods
Topic: [Mod] Functional Lua Computers [0.5.2] [digicompute]
Replies: 22
Views: 3022

[Mod] Functional Lua Computers [0.5.2] [digicompute]

https://raw.githubusercontent.com/octacian/digicompute/v0.5/screenshot.png Digital Computers [digicompute] Version 0.5.2, beta Licence: MIT GitHub Repository Issue Tracker Download: ⋅  Version 0.5.2 (latest) ⋅  Master (latest dev, unstable) ⋅  All Releases This, is the...
by octacian
Sun Jan 29, 2017 23:48
 
Forum: WIP Mods
Topic: [Mod] Functional Lua Computers [0.5.2] [digicompute]
Replies: 22
Views: 3022

Re: [WIP] Codeblocks [codeblocks]

Looks neat! Nice.

BTW, here's a tip: press F12 to take a screenshot in Minetest only so that it doesn't include other stuff from Ubuntu.
by octacian
Sun Jan 29, 2017 15:41
 
Forum: WIP Mods
Topic: [WIP] Codeblocks [codeblocks]
Replies: 8
Views: 1364

Re: minetest-dbgsym..? ... repos, versions ... a confusing m

What even is minetest-dbgsym? If I were you, rather than fighting with PPAs to get the latest version, just compile it yourself. See Calinou's one-line command here . Simply follow the instructions there, one line, and you'll be done. I'm not sure about the issues you mentioned in the other post, bu...
by octacian
Thu Jan 26, 2017 15:21
 
Forum: Minetest Problems
Topic: minetest-dbgsym..? ... repos, versions ... a confusing mess.
Replies: 2
Views: 847

Re: I need help with github

If I understand correctly, you're saying that GitHub won't accept the commit(s) that you are trying to push because it thinks they are already there? If so, do: git push origin +master (Where origin is the name of the remote) Essentially, the above forces the commit(s) to be pushed no matter what. H...
by octacian
Thu Jan 26, 2017 05:06
 
Forum: Minetest General
Topic: I need help with github
Replies: 7
Views: 1306

Re: [Mod] Medicine 1.0 [medicine]

If no one else does, I'll take a look tomorrow and give you a few tips on it. First off, I'd recommend that you put this mod on GitHub as it would allow people to submit pull requests and issues. Send me a PM if you need help with GitHub.

Great job though.
by octacian
Tue Jan 24, 2017 15:23
 
Forum: Mod Releases
Topic: [Mod] Medicine [1.1] [medicine]
Replies: 22
Views: 3546

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

I really like this idea I've been looking for something like that for a while (an in-game step by step way to teach and learn programming in lua). I look forward to see it grow and if there is anything I can do to help, I would be glad to ! Thanks for your interest! Turtles will soon have a Lua edi...
by octacian
Tue Jan 24, 2017 01:03
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 19848

Re: [Mod] Node Information on_punch [punchinfo]

Added 3 configurable HUD sizes and commands allowing each player to customize their own HUD. Also fixed the bug mentioned near the end of the video (linked in OP) where the HUD would be hidden immediately after punching blocks quickly. See original post and video for more info.
by octacian
Tue Jan 17, 2017 05:49
 
Forum: WIP Mods
Topic: [Mod] Node Information on_punch [punchinfo]
Replies: 9
Views: 1436

Re: [Mod] Node Information on_punch [punchinfo]

thank you for this mod Hud is too big. You need to make it smaller. I'm working on adding an option allowing you to choose between 3 different sizes. The medium size will become default. After that, I will allow players to configure the show time and HUD size for themselves, rather than applying th...
by octacian
Tue Jan 17, 2017 01:09
 
Forum: WIP Mods
Topic: [Mod] Node Information on_punch [punchinfo]
Replies: 9
Views: 1436

Re: [Mod] Server Tools [0.4] [servertools]

I've got a question. Is there any specific reason why nobody has seemed interested in ServerTools? I'm simply curious because I'm currently unsure as to whether it's really worth it to continue developing this mod, adding new features and fixing current ones (e.g. chat filter). If nobody is interest...
by octacian
Tue Jan 17, 2017 01:06
 
Forum: Mod Releases
Topic: [Mod] Server Tools [0.4] [servertools]
Replies: 2
Views: 894

Re: [Mod] Node Information on_punch [punchinfo]

Hi Octacian. I got an odd error when punching one of my own blocks. You can see from the F5 debug readout that the fields are filled in, but after a punch I get an error that "tiles" is nil. Thanks for sending the code for your node. Just tested with the code, and didn't have any issues. ...
by octacian
Mon Jan 16, 2017 16:09
 
Forum: WIP Mods
Topic: [Mod] Node Information on_punch [punchinfo]
Replies: 9
Views: 1436

Re: [Mod] Node Information on_punch [punchinfo]

Added command to enable or disable PunchInfo HUD per-player. See original post.

Screenshot posted.
by octacian
Sun Jan 15, 2017 20:01
 
Forum: WIP Mods
Topic: [Mod] Node Information on_punch [punchinfo]
Replies: 9
Views: 1436

Re: [Mod] Node Information on_punch [punchinfo]

DS-minetest wrote:Is the information sent to all players on server, I hope and assume not. Can it be disabled by player in game for him/herself?


No. It is only sent to the player who punched the node. I'm working on a screenshot, which will be up soon. I hadn't thought about disabling it per-player, will do.
by octacian
Sun Jan 15, 2017 18:58
 
Forum: WIP Mods
Topic: [Mod] Node Information on_punch [punchinfo]
Replies: 9
Views: 1436

[Mod] Node Information on_punch [punchinfo]

https://raw.githubusercontent.com/octacian/punchinfo/master/screenshot.png Node Information on_punch [punchinfo] ⋅ Licence: Code: MIT (see LICENSE), Media: CC-BY-SA 3.0 ⋅  GitHub Repository ⋅  Download ⋅  YouTube Video ⋅ Dependencies: None. This is ...
by octacian
Sun Jan 15, 2017 18:52
 
Forum: WIP Mods
Topic: [Mod] Node Information on_punch [punchinfo]
Replies: 9
Views: 1436

Re: Bigger swords

Wow, wrong yet again. lol

Thanks for correcting me stu and providing the right code :rotfl:
by octacian
Fri Jan 13, 2017 20:05
 
Forum: Minetest General
Topic: Bigger swords
Replies: 17
Views: 3561

Re: [WIP] dense_ores Denser ores for deeper depths

This is an amazing idea! Great work, and cool textures!
by octacian
Fri Jan 13, 2017 16:01
 
Forum: WIP Mods
Topic: [WIP] dense_ores Denser ores for deeper depths
Replies: 3
Views: 746

Re: Bigger swords

The above should make a sword twice the size as normal swords. I haven't actually tried it, but that's my understanding. Great. I had test it. But i don't know how i can use it for my mod.-There sometimes to much errors or i haven't the damage what i havw wrote. (I'm a bad programmer). Do you know ...
by octacian
Fri Jan 13, 2017 00:39
 
Forum: Minetest General
Topic: Bigger swords
Replies: 17
Views: 3561

Re: Bigger swords

IDK, I guess people just haven't make any big swords. It's not that it's not possible in MT, all you have to do is change the wield_scale property of the itemdef. For example: minetest.register_craftitem("swords:big", { description = "Big Sword", inventory_image = "big_sword...
by octacian
Tue Jan 10, 2017 22:32
 
Forum: Minetest General
Topic: Bigger swords
Replies: 17
Views: 3561

Re: Minecraft-like animated creeper 3D model?

I don't know of anything else that does have a creeper model. Seriously, why do people want to copy Minecraft so much? The worst part of MC is the monsters and witchcraft.
by octacian
Tue Jan 10, 2017 15:37
 
Forum: Modding Discussion
Topic: Minecraft-like animated creeper 3D model? [SOLVED]
Replies: 10
Views: 1411

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

I agree with Birgit. The visual editor is in my opinion the best was to teach kids the basics as to how executing commands happens. And, a visual editor like that of ComputerCraftEDU is possible with formspecs to my knowledge, though it's not at all easy. Once kids understand the basics with the vis...
by octacian
Tue Jan 10, 2017 00:58
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 19848

Re: [Mod] Obdy mod [obdy]

Would you be willing to move the mod to GitHub? That way it'll be easier for people to download, see the code, or even contribute. BTW, I tried out the mod, and I think it's pretty cool :D
by octacian
Sun Jan 08, 2017 23:02
 
Forum: Mod Releases
Topic: [Mod] Obdy mod [obdy]
Replies: 9
Views: 2721

Re: [Mod] TurtleMiner ... programmable turtles in Minetest

Yes, I have. And I'm sorry (no offense to rubenwardy), but I personally dislike it. What I don't like, is that commands are not given to the robot in Lua, but in plain English. It just doesn't make sense to me. If this is an Education thing, why are we using English to command the robot? If we're tr...
by octacian
Sun Jan 08, 2017 19:20
 
Forum: WIP Mods
Topic: [Mod] TurtleMiner ... programmable turtles in Minetest
Replies: 107
Views: 19848

Re: What subgames are there that are not only modded Minetes

rubenwardy: yes it does. but it's not really something you could play yourself... If you wanted to play with friends, then yes. But...
by octacian
Sun Jan 08, 2017 19:17
 
Forum: Subgame Discussion
Topic: What subgames are there that are not only modded Minetest?
Replies: 5
Views: 2250

Re: What subgames are there that are not only modded Minetes

Well, there's Pixture , rpgtest , and Lord of The Test , though I am not a fan of the latter. However, out of these, Pixture is to my knowledge the most difference, but maybe rpgtest as well (I have yet to try it). Pixture was built up from the scratch, without even forking MT Game. Speaking of the ...
by octacian
Sun Jan 08, 2017 16:18
 
Forum: Subgame Discussion
Topic: What subgames are there that are not only modded Minetest?
Replies: 5
Views: 2250

Re: Medicine 1.0

This sounds like a cool idea.. Maybe you could go on to make it so that the player could get sick under certain circumstances, and use some of the medical supplies to help get better. One thing I'd suggest though, is look into putting your mod on GitHub. If you need some help, there's lots of docume...
by octacian
Sun Jan 08, 2017 16:04
 
Forum: Mod Releases
Topic: [Mod] Medicine [1.1] [medicine]
Replies: 22
Views: 3546

Re: [mod] Hot Air balloons [hotairballoon]

Would you be willing to put the mod on GitHub? That way people could easily browse the code and even contribute their own changes. Still, awesome idea!
by octacian
Thu Jan 05, 2017 05:42
 
Forum: WIP Mods
Topic: [mod] Hot Air balloons [hotairballoon]
Replies: 7
Views: 1419
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