Search found 811 matches

by orwell
Wed May 12, 2021 11:43
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Hi I updated advtrains_netmapper to work with the new file structure. Here is my code: https://gitlab.com/gaelysam/advtrains_netmapper . (Note: for some reason I did not manage to cleanly clone repository from source so there is no commit history in that git repo) All seems to be working, I generat...
by orwell
Tue May 11, 2021 20:21
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.3.1]

Advtrains 2.3.1 released 2.3.1 is a bugfix release. It fixes issues with the save format on Windows. Changelog: - Fixed loading of save files that were saved on Windows with advtrains 2.2 - Serialize-lib: strict loading is now the default Attention windows users: If loading your world fails with an...
by orwell
Fri May 07, 2021 08:33
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.3.0]

(double post)
by orwell
Fri May 07, 2021 08:30
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.3.0]

Hi Blockhead and orwell, thank you both for your help and sorry for the late reply. Blockhead : don't worry at all! I'm having this issue on a test server that I use locally, not much of an issue to address urgently :D I knew there were problems with Windows but, thinking they've been solved, I tho...
by orwell
Mon May 03, 2021 20:09
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.3.0]

Hello! I am having an issue after pulling the 2.3.0, not sure if I did something wrong though. Basically after the pull and a server restart all the advtrains stuff was gone: trains, LUA tracks code, environments (didn't have any interlocking and signals). I am using the official 5.4.0-win64 engine...
by orwell
Mon Apr 26, 2021 14:33
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.3.0]

yw05 wrote:
Mon Apr 26, 2021 11:02
orwell wrote:
Sun Apr 25, 2021 20:48
Train HUD redesign (ywang)
??? I think that was when 2.2.1 was released.
The first iteration, yes. But you changed the layout again, so...
by orwell
Sun Apr 25, 2021 20:48
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.3.0]

Advtrains 2.3.0 released! Changes: Trains are no longer contained in base modpack, to encourage to install 3rd-party train mods Fix save file serialization on windows Rework LuaATC formspec layout (hlqkj) LuaATC: messages are no longer printed to global chat, instead you need to /subscribe to envir...
by orwell
Sat Apr 24, 2021 18:46
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

It's so strange that it confuses me many times. The text does not display normally. And the section is neither occupied nor route-set by other signals. https://i.loli.net/2021/04/17/6DeyEJVUIYNpjZS.png And if I place a train on the route mentioned in the picture (which means the route will be occup...
by orwell
Tue Apr 20, 2021 20:54
Forum: General Discussion
Topic: Basic questions about mobs
Replies: 3
Views: 240

Re: Basic questions about mobs

If I understand correctly you already have a mobs mod installed (if not see sorcerykid). The map.sqlite file is an SQLite database where each entry is a MapBlock (16x16x16 nodes). The MapBlock is stored in a binary format whose documentation can be found in the doc folder in the minetest githup repo...
by orwell
Tue Mar 30, 2021 09:14
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

mmmh pretty strange... My advice is to remove temporarily the version that you are using and download a stable version like this one: https://github.com/W3RQ01/advtrains My version still has the trains inside advtrains, just for safety if the new version (without trains) not works. Please do not an...
by orwell
Tue Mar 30, 2021 09:01
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

While you're here VanessaE, it's worth mentioning in passing I'd like to be able to use the crossings from infrastructure/streets/roads/thingy as advtrains components. I did some work on this previously. Would you accept the contribution, including a soft dependency on advtrains, if I get around to...
by orwell
Thu Mar 25, 2021 08:20
Forum: Mod Releases
Topic: [Mod] Incredible Maze Generator [incrediblemaze]
Replies: 10
Views: 2400

Re: [Mod] Incredible Maze Generator [incrediblemaze]

MT_Dad wrote:
Sun Mar 21, 2021 14:18
Good afternoon...
Thank you for your contribution. I added your changes and made a new release.
by orwell
Mon Mar 22, 2021 10:33
Forum: Mod Releases
Topic: Topic move requests
Replies: 49
Views: 44044

Re: Topic move requests

Hi, please move serialize_lib to Mod Releases. https://forum.minetest.net/viewtopic.php?f=9&t=26451 It has been in productive use as part of advtrains for some time now and is now split off, to provide its functionality to other modders. Thanks! -- Edit by sfan5, 22nd Mar: Missing direct ZIP dow...
by orwell
Mon Mar 22, 2021 10:31
Forum: WIP Mods
Topic: [Mod](Lib) Lua Table Serialization Library [serialize_lib]
Replies: 0
Views: 128

[Mod](Lib) Lua Table Serialization Library [serialize_lib]

Note: this mod is not intended for end users. It is merely providing functionality to other mods. It does not add things on its own. serialize_lib provides a way to store Lua table structures in on-disk files, similar to minetest.serialize() . It has been an integral part of advtrains for some time...
by orwell
Tue Mar 16, 2021 15:15
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

Yes I found the repo. unfortunately, the other trains mods do not work anymore (zugspitzbahn, orient express ...) : 2021-03-14 15:17:32: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback luaentity_run_simple_callback(): Invalid position coordinate 'x' ...
by orwell
Mon Mar 08, 2021 23:37
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

just use git format-patch and mail the patches to ~gpcf/advtrains@lists.sr.ht (a mailing list). And yes, I appreciate your efforts, thank you for helping. BTW, that "Last punched" box in the LuaATC init code formspec can be removed, it has become pretty obsolete since Passive Component Nam...
by orwell
Sat Mar 06, 2021 21:12
Forum: Servers
Topic: [Server] LinuxForks (Lots of trains)
Replies: 277
Views: 37584

Re: [Server] LinuxForks (Lots of trains)

For the basics, you might look at the advtrains wiki at https://advtrains.de/wiki . Our server wiki also has some good documentation (https://wiki.linux-forks.de/mediawiki/index.php/Railway_Styleguide). Otherwise, the best approach is probably "learning by doing". You can look at how the r...
by orwell
Tue Mar 02, 2021 21:04
Forum: Deutsch
Topic: Mesecon - Schulprojekt
Replies: 4
Views: 218

Re: Mesecon - Schulprojekt

Der Node Detector ist dazu da, um zu erkennen ob und welcher Block davor steht. "Block-Detektor" könnte man ihn auf deutsch nennen. Man kann ihn z.b. neben ein Beet stellen und überprüfen lassen, ob die Pflanze voll ausgewachsen ist, und dann mit einem Node Breaker "ernten". (man...
by orwell
Sat Feb 27, 2021 21:37
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.3.1]
Replies: 1535
Views: 281770

Re: [Mod] Advanced Trains [advtrains] [2.2.1]

drixi: Sending ATC command to any train anywhere is currently not possible from LuaATC, however it has already been requested on http://bugs.linux-forks.de/advtrains . It wouldn't be very difficult to implement though. I might add it before the next release. As for retrieving the train ID: one way w...
by orwell
Wed Feb 17, 2021 07:31
Forum: Modding Discussion
Topic: How to add info to default debug output?
Replies: 3
Views: 148

Re: How to add info to default debug output?

The F5 debug information is handled in the C++ code on the client side.

For custom info, you can however also create a client-side mod that registers a HUD with your info.
by orwell
Mon Feb 08, 2021 12:16
Forum: Deutsch
Topic: Anfängerfrage: minetest-server zeitgesteuert laufen lassen
Replies: 17
Views: 544

Re: Anfängerfrage: minetest-server zeitgesteuert laufen lassen

Mit meinem Tool wäre das prinzipiell einfach 2 Cron-Einträge, einen für Start und einen für Stop: als Minetest-User: $ crontab -e 0 9 * * * /home/minetest/minetest-initd/initd.sh start > /dev/null 0 18 * * * /home/minetest/minetest-initd/initd.sh stop > /dev/null Du kannst sogar probieren ob @reboot...
by orwell
Mon Feb 08, 2021 09:46
Forum: Deutsch
Topic: Anfängerfrage: minetest-server zeitgesteuert laufen lassen
Replies: 17
Views: 544

Re: Anfängerfrage: minetest-server zeitgesteuert laufen lassen

Ich erlaube mir mal, meinen alten Skriptsatz hier reinzuwerfen. https://github.com/orwell96/minetest_server_initd Die Idee von diesem Tool ist dass du ein RUN_IN_PLACE-Build hast (wenn ich das richtig verstehe war das anfangs der Fall) und dieses als Service starten willst. Es stammt von einem Serve...
by orwell
Sun Feb 07, 2021 09:08
Forum: Problems
Topic: Another way to grant privileges on game start?
Replies: 4
Views: 248

Re: Another way to grant privileges on game start?

You have to set default_privs = fast, fly in your minetest.conf, if you are on linux it's located in $HOME/.minetest/minetest.conf if you are on windows then it's in the folder where you extracted the game. Thank you very much. I'm on Android, and I found two minetest.conf, one them into the root f...
by orwell
Mon Feb 01, 2021 17:43
Forum: General Discussion
Topic: Minetest based game with ads is allowed?
Replies: 7
Views: 475

Re: Minetest based game with ads is allowed?

There's a game named "MultiCraft - Build and Mine! 👍" on Google Play Store and I think is is there for IOS also. In its source code readme it says it is based on Minetest. This game shows ads a lot of time while playing.Is it allowed and legal to show ads in a Minetest based games also I ...