paramat wrote:Inocudom, there is or was a default Minetest feature that created footprints in grass only, the texture for it is in the default texture pack, i was very happy to see this but also curious why this feature seems to have been dropped and does not support other biomes. Perhaps i will ask core devs when they are less busy. Since footprints have already been in core there is perhaps a good chance they will be updated and re-introduced.
Next i'm going to try placing footprint nodes with random rotation to break up those lines of squares.
on_construct = function(pos)
if math.random(1, 2) == 1 then
minetest.sound_play("trail_water_bubbles", {gain = 0.2})
end
end,
on_construct = function(pos)
if math.random(1, 2) == 1 then
minetest.sound_play("trail_water_bubbles", {gain = 0.2, pos=pos})
end
end,
if player:get_player_control().sneak then
return
end
Casimir wrote:You could not make footsteps when sneaking.
fairiestoy wrote:I encountered a little problem. If you try to work on a dirt node with the hoe, it doesnt work as long as footprints are on it. Maybe redefine the hoe that it works with footprint dirt too :3
You need to do "git pull" before you can commit again. It will pull in the changes from the github repository.paramat wrote:fairiestoy, thanks for the pull request and solution for the hoe problem. I'm not good with github and the last time i merged a pull request into one of my mods i then later got into difficulties with 'fast forward errors' and had to delete the repo. Can anyone explain what i need to do to avoid this happenieng again? What is necessary to do after merging a pull request?
Iqualfragile wrote:wtf is wrong with you?
The water sounds are from the ambience mod by Neuromancer (viewtopic.php?id=2807),
and are by Robinhood76 (http://www.freesound.org/people/Robinho ... nds/79657/) license CC BY-NC.
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