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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: 1212
Views: 145927

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: 4064

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: 830

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: 1212
Views: 145927

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: 30
Views: 2187

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: 30
Views: 2187

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: 1212
Views: 145927

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: 336

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: 336

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: 1212
Views: 145927

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: 1212
Views: 145927

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: 1212
Views: 145927

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: 538

Re: How to post a Minetest world?

durtective6 wrote:If you want to post your world to the forum, first go to your worlds folder (should be under the default directory?). Compress/send your world folder to a zip folder.
by orwell
Thu Aug 23, 2018 18:45
 
Forum: General Discussion
Topic: How to post a Minetest world?
Replies: 4
Views: 232

Re: Mountain City 0.2

Hallo, Du suchst doch nach Ideen für Gebäude. Hast du?: 1. Eine Bibliothek 2. Ein Schwimmbad 3. Ein Stadion (Fußball, oder was auch immer) 4. Ein Einkaufszentrum 5. Eine Kathedrale / Dom / Kirche (Achtung viel Arbeit) und natürlich Bahnstrecken und Bahnhöfe nicht zu vergessen... (achtung schleichwer...
by orwell
Wed Aug 22, 2018 20:38
 
Forum: Deutsch
Topic: Mountain City 0.3
Replies: 155
Views: 6658

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

Hello, too,
I seem to be the first one from the other side, inventory receivers, namely loading and unloading rails from advtrains. I've seen an issue with your mod and reported it on github, otherwise I really like the idea.
I really hope this will be accepted in h the community.
by orwell
Wed Aug 22, 2018 20:08
 
Forum: WIP Mods
Topic: [Mod] Node-IO API [node_io] WIP
Replies: 28
Views: 1619

Re: [Server] LinuxWorks Next Generation (Lots of trains)

And, as a message to all the others who accidentally break rails or similar:
Please do not try to fix it yourself, you'll be making things worse.
Instead, notify a moderator, ideally gabriel or orwell, immediately.
by orwell
Sun Aug 19, 2018 18:55
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 194
Views: 17893

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

Looks nice! But I think that the turns will be the problem. Nevertheless, I pushed the TSS branch. Happy testing... I don't know when I get to writing the tutorials for it... PS: Better not try it in your favorite train world, but a copy of it, I give no warranty that anything works after the update...
by orwell
Sun Aug 19, 2018 15:54
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1212
Views: 145927

Re: [Server] LinuxWorks Next Generation (Lots of trains)

Most of them are down since the day all trains on the server were accidentally deleted. We just don't want to bring up the time to run them again, but instead wait for me to write the in-mod automation system. (Should be finished this year)
by orwell
Sat Aug 18, 2018 18:18
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 194
Views: 17893

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

Ok, thanks
I'm sorry, i can't pish right now.
by orwell
Fri Aug 17, 2018 20:45
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1212
Views: 145927

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

Nevermind... nice to hear from you again :)
I'll redo the privilege system once again based on our ideas in the hemiptera issue, then we can test it on the server.
by orwell
Wed Aug 15, 2018 12:37
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1212
Views: 145927

[Mod] Advanced Trains [advtrains] [appr. 1.20]

Hi everyone! I am almost done with the new railway interlocking system. I still need to write some tutorials for it. As soon as bananach.space is up again, I will push my latest version to the 'tss' branch there. If you are interested, and once I've finished the tutorials, I would like you to help w...
by orwell
Mon Aug 13, 2018 09:39
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1212
Views: 145927

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

No, I didn't have luck with those corruption problems. I still can't reproduce it. But you must always make sure to delete both "advtrains" and "advtrains_ndb2", else it will do wondrous things...
cabels are long-term.
by orwell
Thu Aug 09, 2018 05:26
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1212
Views: 145927

Re: Idee: Webdienst für Benutzerverwaltung

Eben, das wäre auch gleich eine Grieferabwehr. Man kann ja den spieler in dem schritt auch gleich die Regeln lesen lassen...
Mit vergessen meine ich genau die beiden sachen die du geschrieben hast.
by orwell
Tue Aug 07, 2018 18:25
 
Forum: Deutsch
Topic: Idee: Webdienst für Benutzerverwaltung
Replies: 202
Views: 6201

Re: Idee: Webdienst für Benutzerverwaltung

Noch eine vielleicht einfacher umzusetzende und weniger aufdringliche methode: Situation: "Spieler" meldet sich an einem am Masterauth-System teilnehmenden Server neu an. 1. "Spieler" wählt Passwort und verbindet zum Server 2. "Spieler" erhält zunächst kein Interact. Er...
by orwell
Sat Aug 04, 2018 17:32
 
Forum: Deutsch
Topic: Idee: Webdienst für Benutzerverwaltung
Replies: 202
Views: 6201
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