Search found 111 matches

by Ivà
Mon Jun 29, 2015 16:08
Forum: Feature Discussion
Topic: Safeguarding of important minetest.after functions
Replies: 4
Views: 922

Re: Safeguarding of important minetest.after functions

About the server shutting down before the functions runs, maybe what plants_lib do is useful to you:
viewtopic.php?f=11&t=3898&start=200#p171208 (look at the second paragraph).
by Ivà
Mon Jun 29, 2015 13:22
Forum: Español
Topic: [Problema] Barra de Herramientas
Replies: 7
Views: 2366

Re: [Problema] Barra de Herramientas

Hay que darle a "public server" para que aparezcan los servidores públicos que hay, al menos usando linux (no sé si el cliente de windows funciona igual).
by Ivà
Tue Jun 23, 2015 07:44
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 188
Views: 78109

Re: [Mod] Creatures [git] [minetest_mods_creatures]

This mod is turning into an impressive work full of features MirceaKitsune. It's fantastic :)
Are you planning to release a separate mod with only the mobs api and its logic? I'm thinking on something like peaceful_npc mod or similar.
by Ivà
Mon Jun 22, 2015 13:25
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572044

Re: Post your modding questions here

Hi, I have two questions: 1/ there probably is a simple solution to this, but I'm making a mod (obviously) and I want to get a list of the location of all players. Alternatively (even better), if someone knows the fastest way to check if any player currently playing in the minetest-world is within ...
by Ivà
Sun Jun 21, 2015 07:35
Forum: Modding Discussion
Topic: [Help] Writing a Field Of View scanner
Replies: 19
Views: 4299

Re: [Help] Writing a Field Of View scanner

There is a core function (minetest.line_of_sight) that my help in this case, but I think that you are aware of it. Anyway, I tried to implement a kind of radar for mobs too, mine looks like this: function test:dotproduct(v1, v2) if v1 and v2 then return ((v1.x * v2.x) + (v1.y * v2.y) + (v1.z + v2.z)...
by Ivà
Fri Jun 19, 2015 21:31
Forum: WIP Games
Topic: Re: [Game] grailtest:Hyperborea [v5]
Replies: 79
Views: 24384

Re: [Game] grail_test:Albion [WIP]

Nice to see you here again afflatus.
by Ivà
Thu Jun 18, 2015 20:29
Forum: Mod Releases
Topic: [Mod] OreWood: Grow ore from the trees! [1.1] [orewood]
Replies: 20
Views: 8157

Re: [Mod] OreWood: Grow ore from the trees! [1.1] [orewood]

Done. The orewood logs still use their own mineral texture but the wood part is now loaded from the default texture set. Hopefully I didn't break anything when I did that! =D Cool! Much appreciated :-) And FYI, mineraltrees and orewood mods can live in the same world and use both :-P https://forum....
by Ivà
Thu Jun 18, 2015 15:13
Forum: Problems
Topic: [SOLVED] mapgen v6 bug in snow biome
Replies: 7
Views: 1303

Re: mapgen v6 bug in snow biome

rubenwardy wrote:paramat has fixed this problem https://github.com/minetest/minetest/co ... 382228e248
Yesss!! Thankyou :-)
by Ivà
Thu Jun 18, 2015 10:39
Forum: Mod Releases
Topic: [Mod] OreWood: Grow ore from the trees! [1.1] [orewood]
Replies: 20
Views: 8157

Re: [Mod] OreWood: Grow ore from the trees! [1.1] [orewood]

@desvox, can you use overlay textures for the wood ores on trees please? This will make them better support other textures than default one.

Thankyou!
by Ivà
Wed Jun 17, 2015 19:40
Forum: Problems
Topic: [SOLVED] mapgen v6 bug in snow biome
Replies: 7
Views: 1303

Re: mapgen v6 bug in snow biome

May be this image zoom makes the bug more clear. https://forum.minetest.net/download/file.php?mode=view&id=2938&sid=0777f9e394b7fab22d6b63f6ddb6728f Stone generated up to y = 45, then the mapgen places snow over it, and then continues generating stone at y > 45 making this linear gap. I thin...
by Ivà
Wed Jun 17, 2015 13:35
Forum: Problems
Topic: [SOLVED] mapgen v6 bug in snow biome
Replies: 7
Views: 1303

[SOLVED] mapgen v6 bug in snow biome

I found this bug on latest git minetest and minetest_game. It happens on mapgen v6 snow biome, always on same 'y' altitude. https://forum.minetest.net/download/file.php?mode=view&id=2932&sid=b0068b540bbdc9daa56580cf166c2a33 I used the below perlin noise attributes and mapgen parameters (seed...
by Ivà
Mon Jun 15, 2015 13:32
Forum: General Discussion
Topic: Minetest on Rasbpberry Pi
Replies: 80
Views: 31595

Re: Minetest on Rasbpberry Pi

So RAM usage isn't much of a problem when just hosting a small server? Not at all, IMHO the bottleneck is the CPU. And sometimes RPI freezes a bit when it writes to the SD card (but this is not related to minetest), using an external USB disk improves this point. I noticed that with the GIT version...
by Ivà
Sun Jun 14, 2015 18:23
Forum: General Discussion
Topic: Minetest on Rasbpberry Pi
Replies: 80
Views: 31595

Re: Minetest on Rasbpberry Pi

I installed the dependencies listed on http://dev.minetest.net/Compiling_Minetest plus the libgmp-dev library, and download and compiled the last stable luajit. RPI is slightly tweaked to use 800 MHz CPU frequency but nothing else, and it's usable as a minetest home server. With a pregenerated map a...
by Ivà
Sun Jun 14, 2015 17:51
Forum: General Discussion
Topic: Minetest on Rasbpberry Pi
Replies: 80
Views: 31595

Re: Minetest on Rasbpberry Pi

I own an RPI 1and compile the minetest git version quiet often (maybe once a week or so).
If it's of interest to somebody I can submit the compiled binary into the corresponding forum subthread.

EDIT: I use raspbian and compile only the server without the client part.
by Ivà
Sat Jun 13, 2015 10:15
Forum: WIP Mods
Topic: [Mod]Mineral Trees[mineraltrees]
Replies: 10
Views: 4252

Re: [Mod]Mineral Trees[mineraltrees]

Nice mod!

I'll put a screenshot here 'cause your original post hasn't one :-)

Image

EDIT: Tried to resubmit the image but got an nginx internal server error.
EDIT2: Screenshot again :)
by Ivà
Wed Jun 10, 2015 08:08
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 252
Views: 79751

Re: Minetestmapper rewritten into C++

Thankyou @AsgardBeast
by Ivà
Mon Jun 08, 2015 10:24
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572044

Re: Post your modding questions here

Hi all, I'm trying to implement a kind of linear sight of view for luaentities, here is the code that I'm using: local cRadarLength = 3 local vNormalizedVel = vector.normalize(self.object:getvelocity()) local pEntityPos = self.object:getpos() minp = {x = pEntityPos.x, y = pEntityPos.y - 2.5, z = pEn...
by Ivà
Sat May 30, 2015 07:15
Forum: News
Topic: [0.4.12-dev] Mapgen news
Replies: 30
Views: 13412

Re: Mapgen news

+1 for biome blending too.
by Ivà
Sun May 17, 2015 07:02
Forum: Modding Discussion
Topic: Autojumping thing
Replies: 0
Views: 388

Autojumping thing

Playing on the android version I realized that we have an "autojumping" thing that is very practical. Somebody knows if it is available on normal game? And If it is, is it available to LuaEntities? I'm thinking on mobs basically, cause this option should avoid a lot of nonsense jumps every...
by Ivà
Sat May 16, 2015 16:08
Forum: Mod Releases
Topic: [Mod] Creatures [git] [minetest_mods_creatures]
Replies: 188
Views: 78109

Re: [Mod] Creatures [minetest_mods_creatures]

Nice job MirceaKitsune. Lovely creatures those anthropomorphics fox :-)
by Ivà
Sat May 09, 2015 15:00
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 77169

Re: [Mapgen][WIP] Valleys Mapgen [valleys_mapgen]

Oh! Wow...
+1
by Ivà
Sat May 09, 2015 06:53
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572044

Re: Post your modding questions here

minetestcr wrote:I still need to know how to disable users killing each other....
thanks
In minetest.conf you'll find this option:

Code: Select all

#    Whether to enable players killing each other
#enable_pvp = true
Modify it to:

Code: Select all

#    Whether to enable players killing each other
enable_pvp = false
by Ivà
Tue May 05, 2015 20:16
Forum: Mod Releases
Topic: [Mod] Snow Biomes [4.0] [snow]
Replies: 282
Views: 123487

Re: [Mod] Snow Biomes [3.2] [snow]

Apologise for the mistake, was late at night for me and did a quick fix to solve the crash but I didn't dig more into the code.

So sorry.
by Ivà
Mon May 04, 2015 20:53
Forum: Mod Releases
Topic: [Mod] Snow Biomes [4.0] [snow]
Replies: 282
Views: 123487

Re: [Mod] Snow Biomes [3.2] [snow]

Ehmm... but... I didn't dig into the code so I'm not sure that x and y got the intended values here, for example in noise3 assignment there was a 'z' laying around... :-)
by Ivà
Sun May 03, 2015 21:31
Forum: Mod Releases
Topic: [Mod] Snow Biomes [4.0] [snow]
Replies: 282
Views: 123487

Re: [Mod] Snow Biomes [3.2] [snow]

I've got crashes like: terminate called after throwing an instance of 'ServerError' what(): .../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:99: attempt to perform arithmetic on local 'x' (a nil value) stack traceback: .../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:99: in fun...