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Re: Render entity from unlimited distance

what you trying to accomplish is well beyond the scope of what Minetest is designed to do I know, but I can't give up. Any idea how I might implement texmex's suggestion about spoofing a player entity to achieve this? When you press 'z' to zoom, the player appears first, before the map blocks load....
by ratmix
Tue Mar 12, 2019 04:01
 
Forum: Modding Discussion
Topic: Render entity from unlimited distance
Replies: 8
Views: 312

Re: Render entity from unlimited distance

A wall of nodes means I need to remove and add up to 48 million nodes every second (4000x4000x6walls). Plus, with nodes you will not have a moving animation. I have tried using a node with a really large mesh, but the max render distance is still low, plus the player look direction effects the node'...
by ratmix
Mon Mar 11, 2019 22:00
 
Forum: Modding Discussion
Topic: Render entity from unlimited distance
Replies: 8
Views: 312

Re: Render entity from unlimited distance

perhaps you mean that you want the wall to be visible from any lateral distance, not from 2000 meters in front of the player Thanks for the reply. That's correct, I just need the player to see the wall if they are within about 150 blocks adjacent to and within 2000 blocks laterally of the wall enti...
by ratmix
Mon Mar 11, 2019 19:46
 
Forum: Modding Discussion
Topic: Render entity from unlimited distance
Replies: 8
Views: 312

Render entity from unlimited distance

I have a problem with max draw distance for entities set by active_block_range and active_object_send_range_blocks . I need a large entity (a wall) to be visible from up to 2000 blocks away. I would need to set active_block_range to 125 (125x16 = 2000 blocks) to ensure players would see the entity. ...
by ratmix
Sun Mar 10, 2019 19:04
 
Forum: Modding Discussion
Topic: Render entity from unlimited distance
Replies: 8
Views: 312

Re: Minetest 5.0.0 will not announce to servers

Thanks for the reply. Unfortunately --verbose doesn't offer any clues. I rebuilt another MT5 with the same result. I think there is a conflict from too many compiled versions on the same server. It's odd though because I can get my RC1 and RC2 builds to run simultaneously on separate ports with both...
by ratmix
Fri Mar 08, 2019 08:07
 
Forum: Problems
Topic: Minetest 5.0.0 will not announce to servers
Replies: 2
Views: 207

Minetest 5.0.0 will not announce to servers

I have had no trouble announcing my server when using various versions of minetest 5.0.0-dev to servers.minetest.net. But my 5.0.0 server (final release, non-dev) does not announce. I have exactly the same config file with server_announce = true . Prior to this version, this is, as expected, what th...
by ratmix
Fri Mar 08, 2019 04:04
 
Forum: Problems
Topic: Minetest 5.0.0 will not announce to servers
Replies: 2
Views: 207

Re: Entity pitch?

Skulls wrote:I tossed it up on GitHub at https://github.com/misterskullz/nb_player_demo, MIT license

Thank you!
by ratmix
Sun Mar 03, 2019 22:00
 
Forum: Modding Discussion
Topic: Entity pitch?
Replies: 9
Views: 495

Re: Reset world on live server

This might be a solution: 1. Create a new world and join it 2. Exit after joining 3. Save a copy of the map.sqlite file as map.sqlite.orig 4. Call this function to regen the map os.execute('cp map.sqlite.orig map.sqlite') This method works seamlessly and ultra fast, with two caveats....
by ratmix
Sun Mar 03, 2019 18:44
 
Forum: Modding Discussion
Topic: Reset world on live server
Replies: 3
Views: 213

Re: Reset world on live server

Thanks for the idea, but I think the memory required to store the necessary blocks temporarily would exceed my available RAM before it is time deleted them. (30 players on a very large map) In addition, even for a small radius of 50, delete_blocks took over a minute to complete. I wonder if emptying...
by ratmix
Sun Mar 03, 2019 17:52
 
Forum: Modding Discussion
Topic: Reset world on live server
Replies: 3
Views: 213

Re: Entity pitch?

Skulls wrote:But I'm not sure what I've created.

Sweet! I'm not sure either but don't look it in the eye!

Could you share your code?
by ratmix
Sun Mar 03, 2019 08:11
 
Forum: Modding Discussion
Topic: Entity pitch?
Replies: 9
Views: 495

Reset world on live server

I am working on a new sub-game that requires a periodic reset of the world to it's initial/original mapgen state. I have tried minetest.delete_area , however it would take precisely 1 second less than infinity to reset an entire world. So this approach is non-viable. I then tried to delete the world...
by ratmix
Sun Mar 03, 2019 08:03
 
Forum: Modding Discussion
Topic: Reset world on live server
Replies: 3
Views: 213

Re: Testers needed for King of the Hill (Alpha) Server

I noticed that empty gun shells are ejected from the back of the players head. Thanks for that. Yeah I just noticed yesterday, will work on a fix. UPDATE for the server: We have added a new map "LavaWars"... Spawn loadout provides 3 wood boats. Capture the Ship at CP. TNT factory cores lo...
by ratmix
Sat Mar 02, 2019 06:24
 
Forum: General Discussion
Topic: Testers needed for King of the Hill (Alpha) Server
Replies: 16
Views: 740

Re: Detach player from boat when teleporting?

This works to detach the player: player:set_detach()

However /teleport is a built-in command and doesn't check for attachment. It just provides an erroneous reply that the player was successfully teleported when they were not.
by ratmix
Sat Mar 02, 2019 00:29
 
Forum: Problems
Topic: Detach player from boat when teleporting?
Replies: 1
Views: 143

Detach player from boat when teleporting?

Teleport & player:set_pos() do not work when a player is attached to a boat (default) or other entity. Is there a way to correct this?
by ratmix
Fri Mar 01, 2019 20:56
 
Forum: Problems
Topic: Detach player from boat when teleporting?
Replies: 1
Views: 143

Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

Sires wrote:when I'm zooming and I stop, entities get drawn before the map

Now I know your tricks! XD
by ratmix
Tue Feb 26, 2019 00:44
 
Forum: News
Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
Replies: 39
Views: 4628

Re: Testers needed for King of the Hill (Alpha) Server

Festus1965 wrote:Above ... how far distance allowed ? hehe

Each map has a different CP area, but it typically extends 5-10 nodes above the top of the CP structure, to allow for building sniper towers, etc.
by ratmix
Sun Feb 24, 2019 07:02
 
Forum: General Discussion
Topic: Testers needed for King of the Hill (Alpha) Server
Replies: 16
Views: 740

Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

TillCoyote wrote:Yes, there's only one issue left in the project.

Seems like this should be fixed too though: https://github.com/minetest/minetest/issues/8256
by ratmix
Sun Feb 24, 2019 03:36
 
Forum: News
Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
Replies: 39
Views: 4628

Re: Testers needed for King of the Hill (Alpha) Server

@Festus - Just fixed the missing item. Players cannot hide under the CP, you must be at or above the CP HUD waypoint to start occupation. Thanks for the feedback.
by ratmix
Sun Feb 24, 2019 02:25
 
Forum: General Discussion
Topic: Testers needed for King of the Hill (Alpha) Server
Replies: 16
Views: 740

Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

FYI, we tested with multiple players on ratmix.com:3000 King of the Hill and found no issues running a 5.0.0-dev rc2 dedicated server.
by ratmix
Sun Feb 24, 2019 01:00
 
Forum: News
Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
Replies: 39
Views: 4628

Re: Enable Zoom on server

Thanks, I will try this.

UPDATE

Works great! Thanks again.
by ratmix
Sun Feb 24, 2019 00:49
 
Forum: Problems
Topic: Enable Zoom on server
Replies: 2
Views: 177

Re: Testers needed for King of the Hill (Alpha) Server

Thanks Wuzzy and everyone who helped test today. And Wuzzy, many thanks for taking the time to make that fantastic detailed list of bugs and improvement suggestions! Many great points. The server will now remain live 24/7. I hope to have a Beta test session in the next couple of weeks. I was able to...
by ratmix
Sun Feb 24, 2019 00:44
 
Forum: General Discussion
Topic: Testers needed for King of the Hill (Alpha) Server
Replies: 16
Views: 740

Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

TillCoyote wrote:Nope, I only get up at 3am cst. My local time differs from CST for 12 hours!

We'll still be running the server for testing when you get up. Hope you can make it.
by ratmix
Sat Feb 23, 2019 08:38
 
Forum: News
Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
Replies: 39
Views: 4628

Enable Zoom on server

When I host a server on my local PC, zoom works fine. When I deploy the same game on a remote, dedicated server zoom does not work. I read that zoom is a privilege but I cannot grant it on the server; it is an unknown privilege.
by ratmix
Sat Feb 23, 2019 07:38
 
Forum: Problems
Topic: Enable Zoom on server
Replies: 2
Views: 177

Re: Testers needed for King of the Hill (Alpha) Server

Yeah sorry about the US central time thing - updated original post with Festus' times. I guess many players are in Europe so the time of day may have been less than ideal.
by ratmix
Sat Feb 23, 2019 04:07
 
Forum: General Discussion
Topic: Testers needed for King of the Hill (Alpha) Server
Replies: 16
Views: 740

Re: Testers needed for King of the Hill (Alpha) Server

@Thomas - Thanks for testing. The server is located in central US, so ping will be about that much to Europe.
Hope to see you Saturday.
by ratmix
Fri Feb 22, 2019 08:38
 
Forum: General Discussion
Topic: Testers needed for King of the Hill (Alpha) Server
Replies: 16
Views: 740
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