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Re: [Mod] Node-IO API [node_io] WIP

Wuzzy wrote:Without API documentation this mod is useless.

File "API"?
by orwell
Thu Sep 27, 2018 17:07
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1756

Re: [Mod] Advanced Trains [advtrains] [1.13]

This is a bit messy at the moment. It's more or less written in contributing.md ### Contributing code If you want to contribute code, such as fixing a bug or implementing a feature, do one the following: **If you have a public git repository:** 1. Clone this repository and push it to your own public...
by orwell
Wed Sep 26, 2018 16:53
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: Minetest 5.0.0 is on the road

I remember there was a Pull Request for this.
https://github.com/minetest/minetest/pull/7629
But it's not in the milestone
by orwell
Tue Sep 25, 2018 20:18
 
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 67536

Re: [Mod] Node-IO API [node_io] WIP

I would appreciate this too.
by orwell
Tue Sep 25, 2018 20:10
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1756

Re: [Mod] Advanced Trains [advtrains] [1.13]

Sounds like you don't have train_operator privs
i don't see anything wrong in smacker's code
by orwell
Tue Sep 25, 2018 20:04
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Mod] Advanced Trains [advtrains] [1.13]

When "right-click" is written somewhere, it usually means right-clicking the bounding box of the wagon. So if you are not pointing at the engine`s bounding box (which may be the case when the view offset is set too high), you won`t open the formspec. To get off, holding Sneak and pressing ...
by orwell
Tue Sep 25, 2018 14:45
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Mod] Game background music [mpd]

I changed some stuff. it should now properly detect comments.
by orwell
Mon Sep 24, 2018 19:04
 
Forum: Mod Releases
Topic: [Mod] Game background music [mpd]
Replies: 27
Views: 5267

Re: [Mod] cloaking [cloaking]

Is it possible to do the same the other way round: making players join that are not there actually?
by orwell
Fri Sep 21, 2018 19:27
 
Forum: Mod Releases
Topic: [Mod] cloaking [cloaking]
Replies: 4
Views: 920

Re: [Mod] Game background music [mpd]

This warning does not cause any harm. If you want it to go away, please delete said line from songs.txt, it's a comment and should be ignored.
by orwell
Fri Sep 21, 2018 19:01
 
Forum: Mod Releases
Topic: [Mod] Game background music [mpd]
Replies: 27
Views: 5267

Re: [Mod] Advanced Trains [advtrains] [1.13]

Ah, right, thank you. Fixing itrainmap is one of the next things to be done, however I need to clarify this.
Itrainmap is broken. It will be fixed soon (TM)
by orwell
Thu Sep 20, 2018 19:41
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

Hello,
Is there a way to legitimately switch teams, like when a new game starts (or to somehow give up "team wishes")? I was playing CTF with my brother, and wanted us to be in the same team, however, the game often wouldn't let me. Your team switch prevention is actually really good.
by orwell
Thu Sep 20, 2018 07:38
 
Forum: Servers
Topic: [Server] Capture the Flag Server (Guns!)
Replies: 1781
Views: 91032

Re: [Mod] Advanced Trains [advtrains] [1.13]

I use 0.4.17.1, and everything is designed to work in at least 0.4.17, but may work in earlier versions.
by orwell
Tue Sep 18, 2018 07:08
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Mod] Advanced Trains [advtrains] [1.13]

I've finished writing the interlocking system guide. It can be found at http://advtrains.bleipb.de/interlocking You can try it out using the TSS branch, download link: https://git.bananach.space/advtrains.git/snapshot/advtrains-tss.zip Once it is proven that everything works, this will become the ne...
by orwell
Fri Sep 14, 2018 19:41
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Mod] Item sell/buy system / banking (for servers) [econ

orwell wrote:I am not really developing this mod anymore. There are some better cash mods out there, I would recommend Minegeld.
by orwell
Thu Sep 13, 2018 11:36
 
Forum: Mod Releases
Topic: [Mod] Item sell/buy system / banking (for servers) [economy]
Replies: 21
Views: 4515

Re: What Git (or other) repo are people migrating to?

Me, and a couple of guys from the linuxworks server, have moved to http://git.bananach.space/ . This thing is maintained by gpcf, featuring a simple cgit instance. To create a repo there, you'll need to send a postcard to gpcf (or play on linuxworks). However, I've left the mods that are mainly fini...
by orwell
Tue Sep 11, 2018 19:22
 
Forum: General Discussion
Topic: What Git (or other) repo are people migrating to?
Replies: 22
Views: 920

Re: [Mod] Advanced Trains [advtrains] [1.13]

Sadly, this is currently not possible (except with ugly hacks) due to engine limitations. Minetest doesn't support attaching light sources to entities...
by orwell
Tue Sep 11, 2018 09:20
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Mod] LATE [late]

There could be other uses for temporary privs, or revocation of certain privs. Examples: - A teleport blocker effect that revokes teleport privs while in combat or in jail. - Duct tape, when used on a player revokes his 'shout' priv ("sticking duct tape on mouth") - Handcuffs, revoking int...
by orwell
Thu Sep 06, 2018 21:28
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 36
Views: 2842

Re: [Mod] LATE [late]

Hello, Nice that you put so much effort into this. I have a small request that will improve the potential of your mod greatly. Allow it not only to place physics overrides and texture changes, but also temporary privileges, such as a temporary fly ability. And custom HUDs possibly, like that spladde...
by orwell
Thu Sep 06, 2018 11:40
 
Forum: WIP Mods
Topic: [Mod] LATE [late]
Replies: 36
Views: 2842

Re: [Mod] Advanced Trains [advtrains] [1.13]

Super mod, I installed it on my server, (mt.dogmine.fr, pass: youki) and I love it. I have not started the automation that looks very complicated, but would not it be possible to have the red and green signs that indicates the position of the switch, it would be great. Otherwise good luck for this ...
by orwell
Wed Sep 05, 2018 19:55
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: How to coordinate player physics modifications from mods

Pyrollo: I've got an idea for you to keep associativity with e.g. +3 and x2 speed modifiers:
you just need to specify the order in which those transformations are applied
you can, for example, first add all multiplicative modifiers, and then all additive modifiers.
by orwell
Sat Sep 01, 2018 19:09
 
Forum: Modding Discussion
Topic: How to coordinate player physics modifications from mods
Replies: 9
Views: 365

Re: How to coordinate player physics modifications from seve

There are several mods that handle such situations: playereffects (Wuzzy) player_monoids LATE (in WIP stage https://forum.minetest.net/viewtopic.php?f=9&t=20724) and probably more The problem is that all the mods you mentioned should use those API mods, which they simply don't do. Also, I don't ...
by orwell
Fri Aug 31, 2018 11:03
 
Forum: Modding Discussion
Topic: How to coordinate player physics modifications from mods
Replies: 9
Views: 365

Re: [Mod] Advanced Trains [advtrains] [1.13]

gpcf was thinking about offloading the whole train logic into a separate process, independent of minetest, and only communicating required details into the minetest engine through some communication channel. However this is a large amount of work, and we haven't started things like this yet.
by orwell
Thu Aug 30, 2018 10:47
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Mod] Advanced Trains [advtrains] [1.13]

Exactly. Player presses a control -> client sends it to server(L) -> server indicates that the train should start moving -> server sends movement to client(L) The steps with (L) are where network latency comes into effect. In singleplayer games, this should hardly be noticable, but it is on servers....
by orwell
Thu Aug 30, 2018 10:43
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Mod] Advanced Trains [advtrains] [1.13]

The advantage Minecraft currently has is client side prediction. In the Minecraft train mods, the client always knows where the train is going to go with which speed. Minetest's API currently only allows sending the current position, speed, direction and acceleration of individual entities, and user...
by orwell
Wed Aug 29, 2018 11:58
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1268
Views: 162298

Re: [Items] What's the cost in making book_written hold 6000

If you want to see how minetest works internally, just put said book into your player inventory and then open your player data file at world-folder/players/ Item metadata is stored inside the inventory, and is, as rubenwardy said, sent to the clients with the inventory. It should be not that difficu...
by orwell
Thu Aug 23, 2018 19:09
 
Forum: General Discussion
Topic: [Items] What's the cost in making book_written hold 60000
Replies: 11
Views: 561
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