Search found 19 matches

by cronvel
Fri Jan 24, 2020 10:16
Forum: WIP Mods
Topic: [Mod] Respawn [0.10] [respawn]
Replies: 7
Views: 761

Re: [Mod] Respawn [0.10] [respawn]

Hi Mathias. It could be interesting, however I have little time for that at the moment. I have a lot of work + other side projects... Maybe in a few months...
by cronvel
Sat Dec 07, 2019 10:54
Forum: WIP Mods
Topic: [Mod] Respawn [0.10] [respawn]
Replies: 7
Views: 761

Re: [Mod] Respawn [0.10] [respawn]

Hi Bastrabun, 1/ You can post issues here for instance, I'm not using gitlab too much. In fact I'm using gitlab for this project because github privacy sucks and, I'm a freelance and don't want my activities to be stalked. 2/ The /teleport command works with mode, here you want to use the "player" m...
by cronvel
Sun Dec 01, 2019 09:37
Forum: Modding Discussion
Topic: ABM, optimization and dynamic_liquid [core dev wanted! ;)]
Replies: 6
Views: 368

Re: ABM, optimization and dynamic_liquid [core dev wanted! ;

Thanks for the reply ;) Also I'm still surprise that flowing liquid is so easily handled by the engine when dynamic liquid cause so much computing. I was told that Lua was really fast (something like 50% of C, which should be good enough). Also, is there any chance something like dynamic liquid make...
by cronvel
Sat Nov 30, 2019 08:30
Forum: Modding Discussion
Topic: ABM, optimization and dynamic_liquid [core dev wanted! ;)]
Replies: 6
Views: 368

ABM, optimization and dynamic_liquid [core dev wanted! ;)]

Hello, Like many have already asked, I need some clarification on how ABM run in the engine side, and how to make them efficient when modding. Context: I'm really fan of @FaceDeer mode dynamic_liquid , but as a side-effect, it produces nasty lags. I already tried few optimizations, but it didn't do ...
by cronvel
Sat Nov 30, 2019 07:49
Forum: WIP Mods
Topic: [Mod] NameGen [0.1] [namegen]
Replies: 4
Views: 326

Re: [Mod] NameGen [0.1] [namegen]

Thanks, tell me if it does the job! ;)
by cronvel
Fri Nov 29, 2019 12:45
Forum: Problems
Topic: Entity/mobs hit detection is really buggy
Replies: 10
Views: 487

Re: Entity/mobs hit detection is really buggy

@Hamlet I've ported the name generator, see this thread. Let me know if you need help to implement it in your mod (I can give you a hand) ;)
by cronvel
Fri Nov 29, 2019 11:40
Forum: WIP Mods
Topic: [Mod] NameGen [0.1] [namegen]
Replies: 4
Views: 326

[Mod] NameGen [0.1] [namegen]

NameGen is an API mod allowing one to generate names, a kind of markov generator with some modifications. Basically, you give it a list of names, and it can generate names that are not in the original list, but looks similar, in the same veins. I have done this mod for the mobs mods, like mobs_huma...
by cronvel
Wed Nov 27, 2019 20:23
Forum: Problems
Topic: Entity/mobs hit detection is really buggy
Replies: 10
Views: 487

Re: Entity/mobs hit detection is really buggy

Basically, you provide a list of names, and the generator produce a graph with statistics. That graph is used to generate names that are or are not in the initial list. Those that are originals still looks alike the other. But if you want something more like native american, composed of two random w...
by cronvel
Wed Nov 27, 2019 18:15
Forum: Problems
Topic: Entity/mobs hit detection is really buggy
Replies: 10
Views: 487

Re: Entity/mobs hit detection is really buggy

Ok I will give it a try. ;) Also, would you be interested in some markov-like name generator? I could eventually port some Javascript stuff of mine to Lua. Since I'm not totally familiar with Lua (especially with Lua string manipulation, and UTF8), I would probably only port the generator part, not ...
by cronvel
Tue Nov 26, 2019 13:14
Forum: WIP Mods
Topic: [Mod] Respawn [0.10] [respawn]
Replies: 7
Views: 761

Re: [Mod] Respawn [0.10] [respawn]

So I've released the v0.10 (awaiting approval) with the team feature and updated the OP with the new features and commands. The team of a player is stored in player's meta ("team" key) so it can eventually use/be used by other mods. I heard of a CTF mod, but didn't give it a try yet, but I would be ...
by cronvel
Tue Nov 26, 2019 10:06
Forum: WIP Mods
Topic: [Mod] Respawn [0.10] [respawn]
Replies: 7
Views: 761

Re: [Mod] Respawn [0.9] [respawn]

I'm currently adding team support. I will add the new commands to the OP once I'm sure of the syntax. Basically you can set anyone team with a /set_team command, teams can have any name and there can be any number of teams. Then you can define respawn for a each team. If a player die, he respawn on ...
by cronvel
Mon Nov 25, 2019 14:59
Forum: WIP Mods
Topic: [Mod] Respawn [0.10] [respawn]
Replies: 7
Views: 761

[Mod] Respawn [0.10] [respawn]

Here is my first mod: respawn : manage respawn points, interesting places, teleportation and death records, and more. There are other mods doing similar things, but this one integrate many related features into one coherent mod. Features * Create/manage as many respawn points you want, to be used ra...
by cronvel
Thu Nov 21, 2019 16:08
Forum: Problems
Topic: Entity/mobs hit detection is really buggy
Replies: 10
Views: 487

Re: Entity/mobs hit detection is really buggy

Thanks for all those informations (and for the time you have gracefully spent) ;)
by cronvel
Wed Nov 20, 2019 15:01
Forum: Problems
Topic: Entity/mobs hit detection is really buggy
Replies: 10
Views: 487

Re: Entity/mobs hit detection is really buggy

Ok, after few tests in creative mod, it appears that keeping the mouse button down is one source of the problem. Sometime the player character is just bashing the air with no effect, but releasing the mouse button and pressing it again seems to solve 80% of the missing hits. Apparently, bots with hi...
by cronvel
Wed Nov 20, 2019 11:19
Forum: Problems
Topic: Entity/mobs hit detection is really buggy
Replies: 10
Views: 487

Re: Entity/mobs hit detection is really buggy

Sorry, I didn't get any mail notification for your reply. Ok I understand the armor thing, that's true that I didn't pay attention to that. I still have few questions. 1/ Even if the bot have armors, they don't "evade" blow, does them? I didn't hear any hit sound most of time. 2/ That's true that so...
by cronvel
Thu Nov 14, 2019 14:16
Forum: Modding Discussion
Topic: Overriding default "eat" behavior with register_on_item_eat
Replies: 1
Views: 147

Re: Overriding default "eat" behavior with register_on_item_

Ok, sorry, something went wrong with another mod.
Returning ItemStack prevents the default behavior, like it should.
However, returning true really crashes the game, like mentioned earlier.
The wiki doc must be fixed.
by cronvel
Thu Nov 14, 2019 13:04
Forum: Modding Discussion
Topic: Overriding default "eat" behavior with register_on_item_eat
Replies: 1
Views: 147

Overriding default "eat" behavior with register_on_item_eat

I'm trying to code a small survival mod with hunger/thirst management (and more). The documentation on minetest.register_on_item_eat() says that overriding the default behavior (healing) can be done if the callback return true but instead it crashes the game, or return an ItemStack but healing occur...
by cronvel
Thu Nov 14, 2019 10:08
Forum: Problems
Topic: Entity/mobs hit detection is really buggy
Replies: 10
Views: 487

Entity/mobs hit detection is really buggy

Hi, I upgraded from 0.4.x to 5.1.0 few days ago and decided to add mobs to the game (Minetest game). I play with my 6 year old son (LAN game only), and since he is more confortable with the mouse now, I decided to spice things up and add mobs, mobs_animals, mobs_humans, mobs_wolf and mobs_dwarves. B...
by cronvel
Fri Jan 11, 2019 17:04
Forum: Problems
Topic: Impossible to type a 7 in the Minetest menu (Fedora)
Replies: 1
Views: 201

Impossible to type a 7 in the Minetest menu (Fedora)

Hi! That's in the title : I can't type a 7 in the menu, so for example I can't enter an IP address to join if it contains a 7. I'm on Linux Fedora 29, never had issue with the keyboard in any software, my laptop running Fedora 28 has the same issue. My keyboard layout is french (hardware), but it do...