Search found 62 matches

by krokoschlange
Sun Nov 28, 2021 20:25
Forum: WIP Mods
Topic: [Mod] Rigidbody physics API [fysiks]
Replies: 12
Views: 3050

Re: [Mod] Rigidbody physics API [fysiks]

perceptible jerks of the woodbox or the test objects Yes, unfortunately I don't think that this is fixable, it would require smoother object handling by the engine. objects sometimes "fall through" the floor or get stuck in the wall if they are compressed tightly by players Same thing her...
by krokoschlange
Sun Nov 21, 2021 20:34
Forum: WIP Mods
Topic: [Mod] Rigidbody physics API [fysiks]
Replies: 12
Views: 3050

Re: [Mod] Rigidbody physics API [fysiks]

I currently don't have too much time to spend on this, sorry. The main thing I have been trying to figure out is getting a wheel collider to work properly but it's been a pain and isn't really usable yet. I am not aware of any bugs that should be fixed, stability issues are expected and can't be sol...
by krokoschlange
Mon Mar 15, 2021 19:22
Forum: WIP Mods
Topic: [Mod] Rigidbody physics API [fysiks]
Replies: 12
Views: 3050

Re: [Mod] Rigidbody physics API [fysiks]

Possibly, yes. You might need to limit how players can spawn these objects. I haven't tested it on a server though, so I'm not sure. Another problem is that it could look quite laggy on the client side because of the frequent position updates. To make it a little more smooth you could enable the &qu...
by krokoschlange
Mon Mar 15, 2021 17:18
Forum: WIP Mods
Topic: [Mod] Rigidbody physics API [fysiks]
Replies: 12
Views: 3050

Re: [Mod][experimental] Rigidbody physics API [fysiks]

Update: I have been working on this quite a bit in the last week, so here's a little progress report: Significant performance improvements Nodebox collisions are now implemented Collisions with normal entities are now implemented Normal entities can be registered to experience collision feedback Pla...
by krokoschlange
Mon Mar 08, 2021 02:34
Forum: WIP Mods
Topic: [Mod] Rigidbody physics API [fysiks]
Replies: 12
Views: 3050

[Mod] Rigidbody physics API [fysiks]

This is a rigidbody physics engine for minetest! Example picture of some cubes dropped onto some nodes: https://forum.minetest.net/download/file.php?id=24046 https://forum.minetest.net/download/file.php?id=24069 code: https://github.com/krokoschlange/fysiks license: MIT dependencies: none! Registeri...
by krokoschlange
Mon Nov 13, 2017 16:31
Forum: Problems
Topic: [Solved] Entity Render Distance
Replies: 2
Views: 1235

Re: Entity Render Distance

Thank you!
by krokoschlange
Sun Nov 12, 2017 14:21
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 342
Views: 90306

Re: [mod] Vehicles [vehicles]

I noticed two bugs in multiplayer: If two people are driving in two different cars and one of them isn't pressing W, then his and the other one's vehicle's timer variable are getting reset which means that the other one can't accelerate. Also, if you are connected to a server as a client you can't d...
by krokoschlange
Sun Nov 12, 2017 08:18
Forum: Problems
Topic: [Solved] Entity Render Distance
Replies: 2
Views: 1235

[Solved] Entity Render Distance

Is it possible to change the distance at which entities are rendered?
It seems to be roughly 30 blocks but thats not enough for me. :)
It looks weird if a train pops out of nowhere:
Image
by krokoschlange
Wed Aug 16, 2017 07:35
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495214

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

Hmmm, well, you are right, that is a bit strange. Of cause I know where to put the mod Folders. I started it once again ... 2017-08-16 08:38:10: ERROR[Main]: The following mods could not be found: "advtrains_bboe_1080" "advtrains_db_160" "advtrains_freight_train" "...
by krokoschlange
Fri Aug 11, 2017 15:24
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 252
Views: 79819

Re: Minetestmapper rewritten into C++

If you have built libgd on your own you either need to make sure to install it system-wide or point minetestmapper to the correct path using -DLIBGD_INCLUDE_DIR= or -DLIBGD_LIBRARY= . Still the same error :( I built libgd 2.2.4 with libpng 1.6.31, these should be the newest versions ... and ofc lat...
by krokoschlange
Thu Aug 10, 2017 14:40
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 252
Views: 79819

Re: Minetestmapper rewritten into C++

CMakeFiles/minetestmapper.dir/Image.cpp.o: In Funktion `Image::save(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)': Image.cpp:(.text+0x9af): Nicht definierter Verweis auf `gdImagePng' collect2: error: ld returned 1 exit status CMakeFiles/minetestmapper....
by krokoschlange
Tue Aug 08, 2017 05:10
Forum: Problems
Topic: Can't active mod for a world. [solved]
Replies: 37
Views: 4473

Re: Can't active mod for a world.

KCoombes wrote:
krokoschlange wrote:I had this problem too with other mods. It happens if it says

Code: Select all

load_mod_blood = nil
in a line in the world.mt file of your world
world.mt requires true/false, not nil.
That's the problem I think.
You need

Code: Select all

load_mod_blood = true
to work
by krokoschlange
Mon Aug 07, 2017 20:33
Forum: Problems
Topic: Can't active mod for a world. [solved]
Replies: 37
Views: 4473

Re: Can't active mod for a world.

I had this problem too with other mods. It happens if it says

Code: Select all

load_mod_blood = nil
in a line in the world.mt file of your world
by krokoschlange
Mon Aug 07, 2017 19:45
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 342
Views: 90306

Re: [mod] Vehicles [vehicles]

Bug found:
If a vehicle is standing/driving on a flat surface below Y = 0 it turns dark as it would be inside of a block
Image
Can anybody confirm this?
by krokoschlange
Tue Jul 18, 2017 19:46
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495214

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

First off, I believe trains don't slope when going up or down hills because there's no way to do that in the modding API. So we'll have to wait for the engine devs to add it I think. In CSM (client-side modding) there is an API to change the player look direction in different axes, but unfortunatel...
by krokoschlange
Sat Jun 17, 2017 20:23
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 446
Views: 129303

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

Hi, thanks for reply. I deleted from my private server this mod and I don't understand why the mobs they have not disappeared... There is a way to erase them once the mod has been deleted? thanks again, R If you don't have any important entitys you could just use /clearobjects. But EVERY ENTITY IS ...
by krokoschlange
Sat Jun 17, 2017 17:48
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 446
Views: 129303

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

Hi, thanks for reply. I deleted from my private server this mod and I don't understand why the mobs they have not disappeared... There is a way to erase them once the mod has been deleted? thanks again, R If you don't have any important entitys you could just use /clearobjects. But EVERY ENTITY IS ...
by krokoschlange
Thu Jun 08, 2017 14:21
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495214

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

1.8.3 - Fix broken door animations caused by continuous set_object_properties Thank you! All bugs fixed! One thing I noticed: The model of the japanese wagon isn't centered. Look at it from the side and you will see. It looks weird if you have a lokomotive in the front and in the rear of the wagon ...
by krokoschlange
Tue Jun 06, 2017 08:04
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 342
Views: 90306

Re: [mod] Vehicles [vehicles]

just open two windows host a server in one window and in the other one connect to ip 127.0.0.1
by krokoschlange
Tue Jun 06, 2017 07:45
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 342
Views: 90306

Re: [mod] Vehicles [vehicles]

Another really bad bug: When I get into ute as passenger it just closes the server. No debug.
by krokoschlange
Mon Jun 05, 2017 11:53
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495214

Re: [Mod] Advanced Trains [advtrains] [1.8.2]

Doors bugs: https://forum.minetest.net/download/file.php?mode=view&id=10732&sid=b107dd0a49f599b8ccc33de47784796a >You need to hit A or D three times in a new train to open the doors! >Doors are opened but you can't get off (Button says Doors closed) >Door animation too fast (like it had only...
by krokoschlange
Sun Jun 04, 2017 14:33
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 342
Views: 90306

Re: [mod] Vehicles [vehicles]

Glad it's sorted :) I will rename the timer in my mod to something less obvious, just in case there are other mods which could cause the same problem. If the timer really has to be global, have you thought of making a global vehicles table variable and save the timer in it? I don't think it has to ...
by krokoschlange
Sat Jun 03, 2017 17:25
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 342
Views: 90306

Re: [mod] Vehicles [vehicles]

DS-minetest wrote:
krokoschlange wrote:seems to be fixed when you rename the timer variable :)
Eh, just make the variable local. :P
I know, it's better :)
by krokoschlange
Sat Jun 03, 2017 14:51
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 342
Views: 90306

Re: [mod] Vehicles [vehicles]

Nice mod but: Bad bug: 2017-06-03 16:37:37: ACTION[Server]: krokoschlange right-clicks object 2978: LuaEntitySAO at (534,26.5,506) 2017-06-03 16:37:37: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'vehicles' in callback luaentity_Step(): /home/fabian/.minetest/mo...
by krokoschlange
Mon Feb 06, 2017 16:19
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572535

Re: How to get bone rotation?

orwell wrote: Save in a local variable first:

Code: Select all

local _, rot = self.object:get_bone_position("bone_name")
rot.x
Underscore as a placeholder variable that is discarded.
Thank you, it works great!