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Re: version 5.2.0-dev-0df646e-dirty

Upgrade your compiler, libraries and do a clean Minetest build afterwards. I don't see anything related to Minetest there.
by Krock
Mon Oct 14, 2019 16:55
 
Forum: Problems
Topic: version 5.2.0-dev-0df646e-dirty
Replies: 2
Views: 80

Re: Minetest Game 5.1.0 wird deutsche Übersetzung haben

Prognose für 5.2.0 bitte?
by Krock
Sun Oct 13, 2019 14:28
 
Forum: Deutsch
Topic: Minetest Game 5.1.0 wird deutsche Übersetzung haben
Replies: 7
Views: 108

Re: Minetest 5.1.0

Obligatory first post. Yay.

Minetest: 302 new commits
Minetest Game: 82 new commits
by Krock
Sat Oct 12, 2019 14:36
 
Forum: News
Topic: Minetest 5.1.0
Replies: 18
Views: 2530

Re: Is everyone on Minetest 5.0 yet ?

I'm still surprised to see, in the server list, the large amount of players playing on <=0.4.17 servers. Oh really! Actually I did not notice there were still so many players on 0.4.x, many months after the release. The player count was a bit low, but didn't seem unusual low compared to previous ye...
by Krock
Sat Oct 12, 2019 11:59
 
Forum: General Discussion
Topic: Is everyone on Minetest 5.0 yet ?
Replies: 13
Views: 330

Re: Disabling chat?

Restrict all server commands to server admins only: local priv_required = "server for cmd, def in pairs(minetest.registered_chatcommands) do def.privs[priv_required] = true end Disable chatting ("/me" inclusive) entirely -> same as /revoke <player> shout minetest.register_on_joinplaye...
by Krock
Wed Oct 09, 2019 17:41
 
Forum: Feature Discussion
Topic: Disabling chat?
Replies: 3
Views: 126

Re: [Solved] Simple non-cryptographic numerical hash in Lua

I’m curious. Base image + colourized overlay texture for unique looking items: (unmodified pixels are transparent in the overlay) https://forum.minetest.net/download/file.php?mode=view&id=20272 Or giving usernames a more or less unique color: https://raw.githubusercontent.com/SmallJoker/colored...
by Krock
Mon Oct 07, 2019 18:30
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 90

Re: [Solved] Simple non-cryptographic numerical hash in Lua

Usually hash functions return a human-friendly format as hexadecimals printed to a string. Yes, it's base 16 but it won't fit into the numerical type of Lua (double), so only the first few bytes will be of actual use. With the Minetest sha1 function you can also get the raw bytes, if that's more lik...
by Krock
Mon Oct 07, 2019 16:33
 
Forum: Modding Discussion
Topic: [Solved] Simple non-cryptographic numerical hash in Lua
Replies: 6
Views: 90

Re: [Mod] Sailory [sailory]

Simple fix for any upcoming issues:
Code: Select all
if not vector.angle then
    error("Please use Minetest version 5.1.0-dev or newer")
end
by Krock
Sun Oct 06, 2019 15:37
 
Forum: WIP Mods
Topic: [Mod] Sailory [sailory]
Replies: 11
Views: 291

Re: Ideas for using MT for gamified scientical modelling

Welcome to the Minetest forums! Physics simulations are possible in Minetest, but only as long 1) the mapblocks in the shooting line are loaded -> else the ball will be suck, and continue movement after loading it again 2) the water physics are implemented manually -> objects (lua entities) do not k...
by Krock
Sun Oct 06, 2019 14:38
 
Forum: General Discussion
Topic: Ideas for using MT for gamified scientical modelling
Replies: 4
Views: 140

Re: [Mod] Sailory [sailory]

Either I cannot figure out how to sail, or the wind changes too frequently. Yet no luck to drive across a small lake (100m)..
The meshes are lovely though. Very well done!
by Krock
Sun Oct 06, 2019 13:14
 
Forum: WIP Mods
Topic: [Mod] Sailory [sailory]
Replies: 11
Views: 291

Re: Segmentation fault in ReflowScan::scanColumn

the mods are set advtrains, carts (minetest_game). Interesting. Must be caused by lag or something in this case. The tb command field I just got out right? Didn't get an answer. Yes, you did everything right. To exit gdb (and Minetest) enter "q" confirm with "y". or every time y...
by Krock
Mon Sep 30, 2019 18:01
 
Forum: Problems
Topic: Segmentation fault in ReflowScan::scanColumn
Replies: 11
Views: 202

Re: segmentation

Judging from the destructors, this happens when shutting down the server (/shutdown) or similar. The server tried to save an entity into a newly created mapblocks - this means it's very likely that you have mobs on the server. Builtin items (dropped items) stop on non-existent mapblocks and carts ne...
by Krock
Mon Sep 30, 2019 16:41
 
Forum: Problems
Topic: Segmentation fault in ReflowScan::scanColumn
Replies: 11
Views: 202

Re: Project organization

Either group by type (nodes | tools | entities) or by use-case (kitchen | plants | mobs). I also find myself in this situation in programming, where both ways make sense and have their (dis)advantages. What I'd chose in this case is to group it by gameplay aspect: ⋅ Environment (Plants, ma...
by Krock
Sun Sep 29, 2019 18:45
 
Forum: Game Discussion
Topic: Project organization
Replies: 5
Views: 172

Re: Minetest 5.1.0 release candidate 1 (Now in feature fre

Sadly, only text buttons can be colorized. Either Irrlicht makes their classes inheritable (covered behind interfaces), or we need to copy all source files over to implement this. This feature is not documented in lua_api.txt, therefore it doesn't exist. :P https://github.com/minetest/minetest/blob...
by Krock
Sun Sep 29, 2019 11:00
 
Forum: News
Topic: Minetest 5.1.0 release candidate 1 (Now in feature freeze)
Replies: 13
Views: 2431

Re: Strange rendering artifacts in-game

That Direct3D worked for you means that you should definitely fix the video drivers. Go to the manufacturer's website (https://www.geforce.com/drivers) and download the appropriate driver to get Minetest (and other games) running well. Please add the prefix [Solved] to your main post's title if this...
by Krock
Fri Sep 27, 2019 17:25
 
Forum: Problems
Topic: Strange rendering artifacts in-game [SOLVED]
Replies: 4
Views: 147

Re: Posters?

Here's my suggestion. Please use.

Image
by Krock
Fri Sep 27, 2019 17:18
 
Forum: General Discussion
Topic: Posters?
Replies: 29
Views: 737

Re: segmentation

To backtrace the issue, run Minetest in gdb:
Code: Select all
gdb --args /bin/minetestserver --gameid minetest --worldname crime8
.. gdb starts, then enter:
r
.. wait for crash and enter:
bt
by Krock
Fri Sep 27, 2019 16:55
 
Forum: Problems
Topic: Segmentation fault in ReflowScan::scanColumn
Replies: 11
Views: 202

Re: Strange rendering artifacts in-game

Welcome to the forums. Here's a few of the usual questions and steps: 1) Disable the shaders and restart Minetest (just to be really sure). Does it change anything? 2) Do other OpenGL games run well with this setup? 3) If you're on Windows, does a new setting line `video_driver = direct3d9` in your ...
by Krock
Thu Sep 26, 2019 17:33
 
Forum: Problems
Topic: Strange rendering artifacts in-game [SOLVED]
Replies: 4
Views: 147

Re: [crash] run Lua: Node name is not set or i

If you can build from source, try to adjust src/script/common/c_content.cpp from if (!lua_isstring(L, -1)) throw LuaError("Node name is not set or is not a string!"); to luaL_checkstring(L, -1) Optimally this would write a stack backtrace to the logs. OR disable mod by mod until the error ...
by Krock
Sun Sep 22, 2019 19:47
 
Forum: Problems
Topic: [crash] run Lua: Node name is not set or i
Replies: 4
Views: 149

Re: What are modding channels?

Did you possibly mean mod(ification) channels ? They're for SSM-CSM communication, and here's the image referenced in lua_api.txt: https://raw.githubusercontent.com/minetest/minetest/master/doc/mod_channels.png You can send any message to the server, and it will broadcast it to the connected players...
by Krock
Thu Sep 19, 2019 16:44
 
Forum: Modding Discussion
Topic: What are modding channels?
Replies: 3
Views: 125

Re: Server Problem

The services you listed do not conflict, but I can't tell what "Secured Mode" exactly does. How do you see that it's not working? 1) Did you test whether the server is reachable from another network? 2) Did you port-forward UDP, port 3000? TCP is not needed, but both can be enabled. 3) The...
by Krock
Thu Sep 19, 2019 16:41
 
Forum: Servers
Topic: Server Problem
Replies: 24
Views: 365

Re: Get entity_name when using callback

https://github.com/minetest/minetest_ga ... y.lua#L333

Code: Select all
self.object:get_luaentity().name
-- should equal to:
self.name


Disclaimer: I don't know where this stuff is documented
by Krock
Wed Sep 18, 2019 18:51
 
Forum: Modding Discussion
Topic: [Solved]Get entity_name when using callback
Replies: 2
Views: 78

Re: How do i set where i respawn point to?

/setspawn <position>: Sets the spawn to the position specified (in format x, y, z) or to your current location (requires server privilege) According to the code, it will also move you to that position on respawn (after death). Check whether this also happens when you only enable this particular mod...
by Krock
Wed Sep 18, 2019 18:48
 
Forum: Problems
Topic: (SOLVED) How do i set where i respawn point to?
Replies: 4
Views: 124

Re: Simple way to get name of nearest player

Untested. Quote the post to get the code with tabulators. local pos = {x= 123, y=44, z=-4211} local closest_d = 999 local closest_name for i, obj in ipairs(minetest.get_objects_inside_radius(pos, 3)) do -- 0.4.x compatibility: --if obj:get_player_name() ~= "" then -- 5.0.0+ method: if mine...
by Krock
Tue Sep 17, 2019 19:13
 
Forum: Modding Discussion
Topic: Simple way to get name of nearest player (SOLVED)
Replies: 2
Views: 93

Re: Overriding on_generated function of the vacuum mod

Registering a new on_generated callback would be the sane solution here. Another option would be to hijack the already registered callbacks and calling them manually before yours depending on the Y value, but I'd not recommend to do that unless you're forced to use plain Lua (no JIT).
by Krock
Sun Sep 15, 2019 17:37
 
Forum: Modding Discussion
Topic: Overriding on_generated function of the vacuum mod
Replies: 1
Views: 74
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