Search found 154 matches
- Fri Dec 25, 2020 20:29
- Forum: Problems
- Topic: boat xray glitch?
- Replies: 0
- Views: 450
boat xray glitch?
the simplest solution i can think of is to change the hitbox of the boat.
- Tue Mar 12, 2019 04:01
- Forum: Modding Discussion
- Topic: Render entity from unlimited distance
- Replies: 10
- Views: 1923
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....
- Mon Mar 11, 2019 22:00
- Forum: Modding Discussion
- Topic: Render entity from unlimited distance
- Replies: 10
- Views: 1923
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'...
- Mon Mar 11, 2019 19:46
- Forum: Modding Discussion
- Topic: Render entity from unlimited distance
- Replies: 10
- Views: 1923
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...
- Sun Mar 10, 2019 19:04
- Forum: Modding Discussion
- Topic: Render entity from unlimited distance
- Replies: 10
- Views: 1923
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. ...
- Fri Mar 08, 2019 08:07
- Forum: Problems
- Topic: Minetest 5.0.0 will not announce to servers
- Replies: 2
- Views: 604
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...
- Fri Mar 08, 2019 04:04
- Forum: Problems
- Topic: Minetest 5.0.0 will not announce to servers
- Replies: 2
- Views: 604
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...
- Sun Mar 03, 2019 22:00
- Forum: Modding Discussion
- Topic: Entity pitch?
- Replies: 9
- Views: 1691
Re: Entity pitch?
Thank you!Skulls wrote:I tossed it up on GitHub at https://github.com/misterskullz/nb_player_demo, MIT license
- Sun Mar 03, 2019 18:44
- Forum: Modding Discussion
- Topic: Reset world on live server
- Replies: 6
- Views: 2334
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. First, players ...
- Sun Mar 03, 2019 17:52
- Forum: Modding Discussion
- Topic: Reset world on live server
- Replies: 6
- Views: 2334
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...
- Sun Mar 03, 2019 08:11
- Forum: Modding Discussion
- Topic: Entity pitch?
- Replies: 9
- Views: 1691
Re: Entity pitch?
Sweet! I'm not sure either but don't look it in the eye!Skulls wrote:But I'm not sure what I've created.
Could you share your code?
- Sun Mar 03, 2019 08:03
- Forum: Modding Discussion
- Topic: Reset world on live server
- Replies: 6
- Views: 2334
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...
- Sat Mar 02, 2019 06:24
- Forum: General Discussion
- Topic: Testers needed for King of the Hill (Alpha) Server
- Replies: 16
- Views: 2264
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...
- Sat Mar 02, 2019 00:29
- Forum: Problems
- Topic: Detach player from boat when teleporting?
- Replies: 1
- Views: 511
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.
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.
- Fri Mar 01, 2019 20:56
- Forum: Problems
- Topic: Detach player from boat when teleporting?
- Replies: 1
- Views: 511
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?
- Tue Feb 26, 2019 00:44
- Forum: News
- Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
- Replies: 39
- Views: 17217
Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)
Now I know your tricks! XDSires wrote:when I'm zooming and I stop, entities get drawn before the map
- Sun Feb 24, 2019 07:02
- Forum: General Discussion
- Topic: Testers needed for King of the Hill (Alpha) Server
- Replies: 16
- Views: 2264
Re: Testers needed for King of the Hill (Alpha) Server
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.Festus1965 wrote:Above ... how far distance allowed ? hehe
- Sun Feb 24, 2019 03:36
- Forum: News
- Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
- Replies: 39
- Views: 17217
Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)
Seems like this should be fixed too though: https://github.com/minetest/minetest/issues/8256TillCoyote wrote:Yes, there's only one issue left in the project.
- Sun Feb 24, 2019 02:25
- Forum: General Discussion
- Topic: Testers needed for King of the Hill (Alpha) Server
- Replies: 16
- Views: 2264
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.
- Sun Feb 24, 2019 01:00
- Forum: News
- Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
- Replies: 39
- Views: 17217
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.
- Sun Feb 24, 2019 00:49
- Forum: Problems
- Topic: Enable Zoom on server
- Replies: 2
- Views: 607
Re: Enable Zoom on server
Thanks, I will try this.
UPDATE
Works great! Thanks again.
UPDATE
Works great! Thanks again.
- Sun Feb 24, 2019 00:44
- Forum: General Discussion
- Topic: Testers needed for King of the Hill (Alpha) Server
- Replies: 16
- Views: 2264
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...
- Sat Feb 23, 2019 08:38
- Forum: News
- Topic: Minetest 5.0 release candidate 2 (5.0.0-rc2)
- Replies: 39
- Views: 17217
Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)
We'll still be running the server for testing when you get up. Hope you can make it.TillCoyote wrote:Nope, I only get up at 3am cst. My local time differs from CST for 12 hours!
- Sat Feb 23, 2019 07:38
- Forum: Problems
- Topic: Enable Zoom on server
- Replies: 2
- Views: 607
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.
- Sat Feb 23, 2019 04:07
- Forum: General Discussion
- Topic: Testers needed for King of the Hill (Alpha) Server
- Replies: 16
- Views: 2264
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.