Search found 802 matches
- Tue Mar 30, 2021 09:14
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
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...
- Tue Mar 30, 2021 09:01
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
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...
- Thu Mar 25, 2021 08:20
- Forum: Mod Releases
- Topic: [Mod] Incredible Maze Generator [incrediblemaze]
- Replies: 10
- Views: 2360
- Mon Mar 22, 2021 10:33
- Forum: Mod Releases
- Topic: Topic move requests
- Replies: 47
- Views: 43637
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...
- Mon Mar 22, 2021 10:31
- Forum: WIP Mods
- Topic: [Mod](Lib) Lua Table Serialization Library [serialize_lib]
- Replies: 0
- Views: 92
[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...
- Tue Mar 16, 2021 15:15
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
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' ...
- Mon Mar 08, 2021 23:37
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
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...
- Sat Mar 06, 2021 21:12
- Forum: Servers
- Topic: [Server] LinuxForks (Lots of trains)
- Replies: 274
- Views: 36701
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...
- Tue Mar 02, 2021 21:04
- Forum: Deutsch
- Topic: Mesecon - Schulprojekt
- Replies: 3
- Views: 121
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...
- Sat Feb 27, 2021 21:37
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
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...
- Wed Feb 17, 2021 07:31
- Forum: Modding Discussion
- Topic: How to add info to default debug output?
- Replies: 3
- Views: 124
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.
For custom info, you can however also create a client-side mod that registers a HUD with your info.
- Tue Feb 09, 2021 12:26
- Forum: Deutsch
- Topic: Anfängerfrage: minetest-server zeitgesteuert laufen lassen
- Replies: 17
- Views: 423
Re: Anfängerfrage: minetest-server zeitgesteuert laufen lassen
Hey, noch ein Netcup-Nutzer :)
- Mon Feb 08, 2021 12:16
- Forum: Deutsch
- Topic: Anfängerfrage: minetest-server zeitgesteuert laufen lassen
- Replies: 17
- Views: 423
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...
- Mon Feb 08, 2021 09:46
- Forum: Deutsch
- Topic: Anfängerfrage: minetest-server zeitgesteuert laufen lassen
- Replies: 17
- Views: 423
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...
- Sun Feb 07, 2021 09:08
- Forum: Problems
- Topic: Another way to grant privileges on game start?
- Replies: 4
- Views: 224
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...
- Mon Feb 01, 2021 17:43
- Forum: General Discussion
- Topic: Minetest based game with ads is allowed?
- Replies: 7
- Views: 444
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 ...
- Fri Jan 22, 2021 11:08
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
Version 2.2.1 released
This is mainly a bugfix release.
Important changes:
- Fixed saving bug on Windows
- Minor improvements for new train HUD (ywang)
This is mainly a bugfix release.
Important changes:
- Fixed saving bug on Windows
- Minor improvements for new train HUD (ywang)
- Mon Jan 18, 2021 14:40
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
Re: Actual fix for 2.2.0 on windows
Hi, I found the root cause of the issue for saving, and I'm honestly not sure why it was working on linux (haven't tested it on there yet). I do know I'm quite sure I know why the save was failing on windows: the file to be renamed was still open. Thank you for investigating. I applied your patch i...
- Sun Jan 17, 2021 09:37
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
Re: Bug report: windows saving issues with 2.2.0
Issue with save file migration on windows: Sorry to triple post but.. the bug tracker is still down, and I needed to file this bug report. Despite good efforts for operating system portability in 2.2.0's serialize_lib, Windows is having some trouble with the saving. Here are the relevant parts of m...
- Wed Jan 13, 2021 09:24
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
Version 2.2.0 released https://forum.minetest.net/download/file.php?mode=view&id=23628 Important changes: - Redesign of Train Head-Up Display (thanks, ywang) - New ATC 'K' command to kick all players out of trains (useful for terminal stations, also supported by stop rail) (thanks, gpcf) - New ...
- Wed Jan 06, 2021 09:44
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
Where/how should I submit a patch? Basically, I have only some binary data: .blend, .b3d, .xcf, .png; but I also adjusted some attach offsets in the init.lua. The simplest would be to send them to my e-mail (orwell at bleipb.de). Please include how I should credit you. I'll try to export model and ...
- Mon Jan 04, 2021 15:33
- Forum: General Discussion
- Topic: How to make a game that loads a prebuilt map with each created world?
- Replies: 17
- Views: 684
Re: How to make a game that loads a prebuilt map with each created world?
IMO support for this should be somehow implemented in the engine. There could be an option in the game.conf to pre-initialize any world created with this game by copying a world directory supplied with the game (in sqlite format). It would probably be sufficient to restrict this to sqlite database b...
- Mon Jan 04, 2021 14:48
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
Good to hear that the entity shading has been improved in the engine. I wasn't aware of this.
I appreciate any contribution to advtrains, especially as I'm not really into arts. I hope one day we can reach the graphics level of Minecra* train mods. Thank you!
- Mon Dec 28, 2020 10:19
- Forum: Deutsch
- Topic: Mein hud funktioniert nicht
- Replies: 8
- Views: 289
Re: Mein hud funktioniert nicht
minetest.on_joinplayer({ local player = minetest.get_player_by_name("username") local idx = player:hud_add({ hud_elem_type = "text", position = {x = 0.5, y = 0.5}, offset = {x = 0, y = 0}, text = "Hello world!", alignment = {x = 0, y = 0}, -- center aligned scale = {x ...
- Mon Dec 28, 2020 09:50
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1518
- Views: 277867
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
The MT engine does not support shaders on mesh entities yet, sadly. Mainly because since the passing of RealBadAngel there is no graphics guy on the core dev team anymore. The stuff in "assets" is pretty messy in some places, and I haven't touched these files since 2017. Possibly the model...