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(...) 10:53:16: ERROR[ServerThread]: ERROR: An unhandled exception occurred: std::bad_alloc (...) This is not a bug in the simple mobs mod. It is a bug in the Minetest engine. IIRC, it is something with low RAM or something like this. I have had it with this game. Mods breaking the server and the s...
by sysedit
Sun Nov 11, 2012 17:52
 
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 323242

Adam, thank you very much for looking into this. ]: WARNING: active block modifiers took 226ms (longer than 200ms) 10:53:16: ERROR[ServerThread]: ERROR: An unhandled exception occurred: std::bad_alloc In thread b67ffb70: /home/henry/system/games/minetest/src/server.cpp:152: virtual void* ServerThrea...
by sysedit
Sun Nov 11, 2012 10:05
 
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 323242

/clearobjects only gives me "Issued command: /clearobjects" and nothing else. All enemies and objects are still there and the map is still just a small patch of blocks that I stand on. Is there a way to reduce spawn rates, or clear up old mobs? The current spawning algorithm is realy crap. I have so...
by sysedit
Sun Nov 11, 2012 07:32
 
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 323242

No offense. But how can I unf### my server after installing this?
Can you add a way of removing it?

I like it very much. But I think it keeps track of objects that are out of sight of the player which my server hardware can not afford.
by sysedit
Sat Nov 10, 2012 04:33
 
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 323242

Mobs were taken out of c++ when the Lua modding API was added. They were replaced by hooks, so that Lua code could define the c++ objects. I assume that because of all that effort, the way forward is not to code directly in c++, but code "hooks" in the c++ and then call those hooks using Lua. All t...
by sysedit
Sun Nov 04, 2012 10:32
 
Forum: WIP Mods
Topic: Forgotten Beast
Replies: 30
Views: 6692

cornernote wrote:I doubt any mobs will be implemented directly into c++


Interesting. Do you like to elaborate on why this is so?
by sysedit
Sun Nov 04, 2012 09:43
 
Forum: WIP Mods
Topic: Forgotten Beast
Replies: 30
Views: 6692

Please do this in C++. Lua produces so much overhead and forces you to waste a lot of resources so that you run into a lot of resource and scalability issues.
by sysedit
Sun Nov 04, 2012 08:58
 
Forum: WIP Mods
Topic: Forgotten Beast
Replies: 30
Views: 6692

Sorry I just posted this and then lost it and had to re-type.

It is a suggestion for collectibles (coins and books)
http://media.w3-net.de/collectibles.pdf

For people who want to develop this I offer a bug tracker, web space, version control (git) and my support.
by sysedit
Sun Nov 04, 2012 06:55
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2021
Views: 255946

Hello, due to a malloc my server keeps crashing. Whose fault is it? Mobs or mintests? 19:23:49: ERROR[ServerThread]: ERROR: An unhandled exception occurred: std::bad_alloc In thread b65ffb70: /home/henry/system/games/minetest/src/server.cpp:152: virtual void* ServerThread::Thread(): Assertion '0' fa...
by sysedit
Wed Sep 26, 2012 17:48
 
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 323242

Hello PilzAdam, nice changes upstream, I especially like that the sheeps are now drowning. What I think needs tuning is the sheep sound. It occurs quite too often. Also the enemies give me damage even when they are not touching me. Sort like a harming aura. I think it would be more reallistic for th...
by sysedit
Sun Sep 23, 2012 10:15
 
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 323242

Sheep need a way better texture.

Sheep need to drown inside water. My lakes are full of them.
by sysedit
Mon Sep 17, 2012 20:18
 
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 323242

Thank you. The only mobs that do suck a lot less. Your mods are the best.
by sysedit
Mon Sep 17, 2012 19:39
 
Forum: Old Mods
Topic: [Mod] Simple Mobs [mobs]
Replies: 851
Views: 323242

any way we can get this to work with growing_trees mod? http://minetest.net/forum/viewtopic.php?id=978 I stitched something together, but it is really brute force. --> inefficient as hell, but seem to get this monsters down. complete content of init.lua: chlue your solution seems to leave the tip o...
by sysedit
Sat Sep 15, 2012 07:49
 
Forum: Mod Releases
Topic: [Mod] Timber [0.1] [timber]
Replies: 61
Views: 26200

Somebody did write code to make timber compatible with growing trees here http://minetest.net/forum/viewtopic.php?id=1590&p=2
by sysedit
Sat Sep 15, 2012 07:37
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 32368

Timber mod will not work with growing trees. Since it will only remove "default:jungletree", "default:papyrus", "default:cactus", "default:tree" that are stacked. I am reporting this here because I think there should be a way to not have a world where A lot of trees have a missing trunk below and un...
by sysedit
Sat Sep 15, 2012 07:02
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 32368

The growing cactii look beautiful, even while in the process of growing. The growing trees not as much. For example, what I'm seeing is a trunk that grows to about 12 high with a really small clump of leaves at the top. So it looks like a cotton swab. Then after a while small nubs grow out. That mi...
by sysedit
Sat Sep 15, 2012 05:04
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 32368

The download-service you are using is making me throw up so I have mirrored the newest release.
http://media.w3-net.de/growing_trees-0.0.5.zip
by sysedit
Fri Sep 14, 2012 20:36
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 32368

Is any of this edible? I need something on my server for people to heal themselves.
by sysedit
Wed Aug 29, 2012 20:46
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 336
Views: 209032

This is a realy great mod. Thanks to all contributors.
by sysedit
Wed Aug 29, 2012 18:44
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 302
Views: 110203

After restart of the server the looping sound went away. I try to reproduce it again and will keep you posted.
by sysedit
Wed Aug 29, 2012 18:17
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 247441

PilzAdam wrote:Wich version of minetest do you use? This can be a bug in the sound api of the engine.

0.4.2 rc1
by sysedit
Tue Aug 28, 2012 17:42
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 247441

Hello,

when the cart is not moving its sound is played in a loop.
Even If I move very far away from the rails.
I think this happened after logging out while a cart was moving.
Logging out and back in again does not change a thing.
by sysedit
Mon Aug 27, 2012 20:01
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 247441

This is not very hard to do. You just have to re-implement a client in the language of your choice. I am not sure if Minetests protocol is documented. But if it is not it you could get all the information you need from the source code and maybe a traffic analyzation tool like wireshark. As always. T...
by sysedit
Sun Aug 26, 2012 05:20
 
Forum: Feature Discussion
Topic: Client CLI : Command Line Interface
Replies: 3
Views: 1405

Microbench ftw.

Irrlicht supports octrees so this is def. a posibillity.
by sysedit
Sun Aug 26, 2012 04:31
 
Forum: Feature Discussion
Topic: [Mod] MicroTest [Idea]
Replies: 11
Views: 2268

Hello, I enjoy the game very much. But the one thing that lacks a proper implementation is mobs/monsters. Animals mod is the best there is so far. But the only animal that really works and is out of wip in my opinion is the chicken. In my opinion two options: a) Create good textures for Animals mod ...
by sysedit
Sat Aug 18, 2012 15:41
 
Forum: WIP Mods
Topic: [Mod Request] Monsters
Replies: 5
Views: 1903
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