Search found 885 matches
- Tue Sep 08, 2020 19:47
- Forum: Maps
- Topic: [MAP] Karsthafen Subway
- Replies: 35
- Views: 10553
Re: [MAP] Karsthafen Subway
[*] there is an error about unregisterd node advtrains:track_st_45 and I can't find any clue how to fix. It seems not to be related to too new MT version (have tried 5.3 and 5.2), but may be something that must be changed in advtrains to be compatible with 5.x The full error message: 2020-09-06 00:...
- Sat Sep 05, 2020 10:21
- Forum: Deutsch
- Topic: Unified Inventory
- Replies: 2
- Views: 474
Re: Unified Inventory
Warum nicht aus der content database?
https://content.minetest.net/packages/R ... inventory/
obwohl, weiß nicht wie aktuell das ist...
https://content.minetest.net/packages/R ... inventory/
obwohl, weiß nicht wie aktuell das ist...
- Mon Aug 24, 2020 16:34
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
I tried increasing the train speed to 160 km/h. Everything seems to work fine except one thing. Sometimes a train overrides a red signal on a straight track, it looks like the train doesn't manage to brake before the signal. Maybe I should change something in LZB, there are many constants but I don...
- Thu Jul 30, 2020 06:07
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Im Moment noch nicht. Ich kann mir ja mal vormerken sie auf deutsch zu übersetzen.
- Sun Jul 26, 2020 20:21
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
When i try to use worldedit to edit rail's param2, it sometimes not work. Is it an advtrain bug? Or a worldedit bug? I said this multiple times in this thread, and I imagine it was also written in the manual. So here I say it again: Do not use worldedit to edit advtrains nodes! Reason: advtrains ke...
- Sun Jul 19, 2020 11:55
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Thanks Blockhead, this is pretty accurate.
The reason why you can't use mesecons for this is simply because mesecons don't work when the area is not loaded (no player is near). Trains however do.
Btw the Lua API is also on the wiki here: http://advtrains.de/wiki/doku.php?id=usage:atlatc:api
The reason why you can't use mesecons for this is simply because mesecons don't work when the area is not loaded (no player is near). Trains however do.
Btw the Lua API is also on the wiki here: http://advtrains.de/wiki/doku.php?id=usage:atlatc:api
- Fri Jul 17, 2020 12:45
- Forum: Problems
- Topic: Game freezes system
- Replies: 2
- Views: 385
Re: Game freezes system
Minetest fills up the RAM over time. This also caused a system freeze for me sometimes.
For me, it worked to limit the amount of blocks that minetest keeps in memory. The setting is called client_mapblock_limit. Setting this to 5000 or so appears to work.
For me, it worked to limit the amount of blocks that minetest keeps in memory. The setting is called client_mapblock_limit. Setting this to 5000 or so appears to work.
- Wed Jul 15, 2020 19:00
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
I think this mod can add a Luacontrolled rail (with switch support) The LuaAutomation ATC Rail is what you are looking for. More information on the wiki: https://advtrains.de/wiki/doku.php?id=usage:atlatc:latcrail Unfortunately it doesn't have a crafting recipe yet. I might pick up your suggestion.
- Sat Jul 11, 2020 07:32
- Forum: Deutsch
- Topic: Minetest auf Oculus Quest / VR-Brille
- Replies: 3
- Views: 797
Re: Minetest auf Oculus Quest / VR-Brille
Du kannst auch versuchen eine Forum-PM zu schreiben: https://forum.minetest.net/memberlist.php?mode=viewprofile&u=10772 Abgesehen davon: es gibt die Konfigurationsoption 3d_mode. Ich weiß nicht genau wie die Quest funktioniert, aber vielleicht ist da was funktionierendes dabei. Gamepad-Support i...
- Fri Jul 03, 2020 23:49
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Hmmmm.... Update: Yeah, the b3d exporter plugin that I used (source unknown sorry) really doesn't seem to like n-gons. If you want to use b3d for the smaller file size compared to obj, then you should break all your faces into triangles before exporting. But OBJ seems to handle more cases of n-gons...
- Thu Jul 02, 2020 08:21
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11114
- Views: 2066807
Re: Post your screenshots!
I`ve made a dummy player, so it is created automatically when a real player has gone into a vehicle and his hands have become visible: (Img) Unfortunately, it is impossible to force a real player to be invisible in third-person view if he is attached to entity. Hence the following screenshot is not...
- Tue Jun 16, 2020 15:54
- Forum: Servers
- Topic: Automatic Server Restart Script
- Replies: 10
- Views: 5691
Re: Automatic Server Restart Script
If it's still relevant: you might want to have a look at https://github.com/orwell96/minetest_server_initd
- Tue Jun 16, 2020 07:57
- Forum: Deutsch
- Topic: Mapserver lässt Minetest abstürzen
- Replies: 5
- Views: 868
Re: Mapserver lässt Minetest abstürzen
Hast du den zugehörigen Minetest-Mod installiert? Ich glaube da gehört ein Mod dazu, der den Mapserver mit MT reden lässt.
- Tue Jun 16, 2020 07:51
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Yes it is...
- Thu Jun 11, 2020 16:23
- Forum: Deutsch
- Topic: Mapserver lässt Minetest abstürzen
- Replies: 5
- Views: 868
Re: Mapserver lässt Minetest abstürzen
Ich vermute mal das erstmalige Rendern der Map dauert einen Moment. Während dieser Zeit hält der Mapserver die Datenbank gesperrt, und MT gibt nach 2 Sekunden auf. Lass mal den Mapserver alleine etwa 10 Minuten laufen und starte dann erst MT dazu. das müsste aber nur einmal nötig sein.
- Thu May 28, 2020 12:34
- Forum: WIP Mods
- Topic: Moving many blocks aka. large vehicles idea
- Replies: 6
- Views: 1488
Re: Moving many blocks aka. large vehicles idea
https://dev.minetest.net/TODO#Voxel_Area_Entities
Here's the TODO list entry
Here's the TODO list entry
- Wed May 27, 2020 13:27
- Forum: Mod Releases
- Topic: [Mod] Arena_lib [4.6.0] [arena_lib]
- Replies: 46
- Views: 8473
Re: [Mod] Arena_lib [2.7.0] [arena_lib]
Wow, this looks impressive so far. Reminds me of something I wanted to do once. Really looking forward to the hub manager!
Are there any servers using this already?
Are there any servers using this already?
- Wed May 27, 2020 12:58
- Forum: WIP Mods
- Topic: Moving many blocks aka. large vehicles idea
- Replies: 6
- Views: 1488
Re: Moving many blocks aka. large vehicles idea
Also trains cannot run on a schedule because at least entities are disabled once no players are near. advtrains solves this problem by simply ignoring Minetest's entity handling. Unloaded wagon entities are deleted and loaded wagons spawned on demand. It would be fun to combine this with the VAE (E...
- Tue May 19, 2020 07:50
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
This makes the distant signal aspect settable from the menu, right. However, I've reworked that dialog anyways in an upcoming merge (currently branch new_lzb). The problem is rather that there is no useful concept to use distant signals, like linking it to a main signal. When done right, a distant s...
- Wed May 13, 2020 06:28
- Forum: General Discussion
- Topic: Creating a textlist
- Replies: 1
- Views: 486
Re: Creating a textlist
If your textlist's name is 'foo', fields.foo would hold a special string. You are supposed to use minetest.explode_textlist_event(fields.foo) . Look in lua_api.txt what the values mean. It is important to know that these formspec events can be weird, e.g. you get a CHG when user clicks an item, but ...
- Mon Apr 13, 2020 20:13
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
This is a cool mod. I downloaded and started to build tracks a couple of days ago but hit a snag now when I try to create routes. How should one delete TCB after they have been assigned track sections and signals? I did remove it without removing signals and track sectons and now I seem to have gho...
- Mon Apr 13, 2020 19:59
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
In my server log I get a lot of such messages : ACTION[Server]: [advtrains]Train 425468 get_occupations requested off-track -3 I guess some users misplaced a train. Is it possible to easily find where or simply to remove them via some minetest commands? quick hack using worldedit lua command: //lua...
- Tue Mar 24, 2020 19:18
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495905
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Oof.
Yes, advtrains used to use intllib. But since 2 years I haven't updated any of the strings or the intllib code.
I opened an issue, and will remove the old intllib code soon. In the long term, I should re-add localization for all parts of the mod.
Yes, advtrains used to use intllib. But since 2 years I haven't updated any of the strings or the intllib code.
I opened an issue, and will remove the old intllib code soon. In the long term, I should re-add localization for all parts of the mod.
- Thu Mar 12, 2020 23:31
- Forum: Modding Discussion
- Topic: Naming convention for library mods
- Replies: 17
- Views: 1856
Re: Naming convention for library mods
I think it's really sad to think how few people use your libraries. I think the main problem is people thinking "I want my code to be as small as possible, so I won't touch any other libraries" as well as modders not wanting users to have to worry about dependencies. I don't think people ...
- Tue Mar 10, 2020 21:47
- Forum: Deutsch
- Topic: Chemnitzer Linuxtage 2020
- Replies: 2
- Views: 1198
Re: Chemnitzer Linuxtage 2020
Die CLT wurden abgesagt...
Ich schreibe wieder wenn es Neuigkeiten gibt.
Ich schreibe wieder wenn es Neuigkeiten gibt.