Search found 62 matches
- Sun Nov 28, 2021 20:25
- Forum: WIP Mods
- Topic: [Mod] Rigidbody physics API [fysiks]
- Replies: 12
- Views: 3051
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...
- Sun Nov 21, 2021 20:34
- Forum: WIP Mods
- Topic: [Mod] Rigidbody physics API [fysiks]
- Replies: 12
- Views: 3051
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...
- Mon Mar 15, 2021 19:22
- Forum: WIP Mods
- Topic: [Mod] Rigidbody physics API [fysiks]
- Replies: 12
- Views: 3051
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...
- Mon Mar 15, 2021 17:18
- Forum: WIP Mods
- Topic: [Mod] Rigidbody physics API [fysiks]
- Replies: 12
- Views: 3051
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...
- Mon Mar 08, 2021 02:34
- Forum: WIP Mods
- Topic: [Mod] Rigidbody physics API [fysiks]
- Replies: 12
- Views: 3051
[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...
- Mon Nov 13, 2017 16:31
- Forum: Problems
- Topic: [Solved] Entity Render Distance
- Replies: 2
- Views: 1235
Re: Entity Render Distance
Thank you!
- Sun Nov 12, 2017 14:21
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90317
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...
- 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:
It seems to be roughly 30 blocks but thats not enough for me. :)
It looks weird if a train pops out of nowhere:
- Wed Aug 16, 2017 07:35
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495298
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" "...
- Fri Aug 11, 2017 15:24
- Forum: Minetest-related projects
- Topic: Minetestmapper rewritten into C++
- Replies: 252
- Views: 79825
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...
- Thu Aug 10, 2017 14:40
- Forum: Minetest-related projects
- Topic: Minetestmapper rewritten into C++
- Replies: 252
- Views: 79825
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....
- 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.
That's the problem I think.KCoombes wrote:world.mt requires true/false, not nil.krokoschlange wrote:I had this problem too with other mods. It happens if it saysin a line in the world.mt file of your worldCode: Select all
load_mod_blood = nil
You need
Code: Select all
load_mod_blood = true
- 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 in a line in the world.mt file of your world
Code: Select all
load_mod_blood = nil
- Mon Aug 07, 2017 19:45
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90317
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
Can anybody confirm this?
If a vehicle is standing/driving on a flat surface below Y = 0 it turns dark as it would be inside of a block
Can anybody confirm this?
- Tue Jul 18, 2017 19:46
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495298
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...
- Sat Jun 17, 2017 20:23
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129311
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 ...
- Sat Jun 17, 2017 17:48
- Forum: Mod Releases
- Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
- Replies: 446
- Views: 129311
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 ...
- Thu Jun 08, 2017 14:21
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495298
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 ...
- Tue Jun 06, 2017 08:04
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90317
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
- Tue Jun 06, 2017 07:45
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90317
Re: [mod] Vehicles [vehicles]
Another really bad bug: When I get into ute as passenger it just closes the server. No debug.
- Mon Jun 05, 2017 11:53
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495298
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...
- Sun Jun 04, 2017 14:33
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90317
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 ...
- Sat Jun 03, 2017 17:25
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90317
Re: [mod] Vehicles [vehicles]
I know, it's better :)DS-minetest wrote:Eh, just make the variable local. :Pkrokoschlange wrote:seems to be fixed when you rename the timer variable :)
- Sat Jun 03, 2017 14:51
- Forum: WIP Mods
- Topic: [mod] Vehicles [vehicles]
- Replies: 342
- Views: 90317
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...
- Mon Feb 06, 2017 16:19
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 572570
Re: How to get bone rotation?
Thank you, it works great!orwell wrote: Save in a local variable first:Underscore as a placeholder variable that is discarded.Code: Select all
local _, rot = self.object:get_bone_position("bone_name") rot.x