[OFFLINE][hungry_games_plus] GunshipPenguin's Hunger Games

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horse_lover
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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by horse_lover » Fri May 22, 2015 23:45

Just wondering, has this server been down recently? I can't get into the server. Hope everything's OK!
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OldCoder
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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by OldCoder » Fri May 22, 2015 23:55


For horse_lover:

My Hungry Games server is up. And I'll be happy to share information about my changes with Gunship Penguin if his server returns.

For information about my server, see:

https://forum.minetest.net/viewtopic.php?f=10&t=12222
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by GunshipPenguin » Sat May 23, 2015 05:01

Map has been updated.

The arena is now 4x bigger, the lobby is larger, and the starting area is much neater. The arena now also includes a desert, cliffs, a large lake, and some snowy areas.

Wuzzy wrote:Recently, the server seems to frequently randomly shut down shortly before a new game start (countdown starts at 10, then server shuts down; sometimes it also stops at 1), but is quick up again.


Should be fixed with the latest commits.

horse_lover wrote:Just wondering, has this server been down recently? I can't get into the server. Hope everything's OK!


There was electrical work being done at my house and someone threw the circut breaker on my server. I lost the old map, but just finished making a new better one (see first part of this post). It should be back online now.

OldCoder wrote:
I've set up another Hungry Games world; the topic is at this link:

https://forum.minetest.net/viewtopic.php?f=10&t=12222

I have two related questions:

1. The copy of 3d_armor used by the Hungry Games modpack seems to conflict with the standard wieldview mod. But I'm told that the Gunship Penguin server includes a working copy of wieldview that's not in the core modpack. There are other conflicts of this type.

Would a ZIP file containing the full set of mods used by the Gunship Penguin server be available to another server host?

2. I'd like to get the minetest.conf settings required by the world correct. Would a copy of the minetest.conf file used by the Gunship Penguin server be available as well?

I'll be happy to offer a bug fix for the base mod that I made tonight in exchange for the time needed to prepare these items. The bug fix should reduce crashes and incorrect spawning.


1. Because of several bugs in the hungry_games subgame, I've modified several parts of it and am using that modified version on my server. It can be found here: https://github.com/gunshippenguin/hungry_games

As for weildview, I haven't modified the version included with hungry_games, and it seems to work just fine on my server, not sure what is causing that problem

As for mods, I'm using sprint (viewtopic.php?f=11&t=9650), afkkick (viewtopic.php?f=11&t=10919) and locked_sign (viewtopic.php?id=2256). Everything else is a part of the hungry_games subgame.

2.
Here is the minetest.conf being used on my hungry_games server:

Code: Select all
#    This file is read by default from:
#    ../minetest.conf
#    ../../minetest.conf
#    Any other path can be chosen by passing the path as a parameter
#    to the program, eg. "minetest.exe --config ../minetest.conf.example".

#    By default, all the settings are commented and not functional.
#    Uncomment settings by removing the preceding #.

#    Further documentation:
#    http://wiki.minetest.net/

#    NOTE: This file might not be up-to-date, refer to the
#    defaultsettings.cpp file for an up-to-date list:
#    https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp

#    A vim command to convert most of defaultsettings.cpp to conf file format:
#    :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
#    Note: Some of the settings are implemented in Lua.

#
#    Client and server
#

#    Name of player, on a server this is the main admin
name = GunshipPenguin

#
#    Client stuff
#

#    Port to connect to (UDP)
#remote_port =
#    Key mappings.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I
#    Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_screenshot = KEY_F12
#    If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
#    Double-tapping the jump key toggles fly mode
#doubletap_jump = false
#    If false aux1 is used to fly fast
#always_fly_fast = true
#    Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR

#    If set to true, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes.
#enable_build_where_you_stand = false
#    Minimum FPS.
#    The amount of rendered stuff is dynamically set according to this.
#wanted_fps = 30
#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
#fps_max = 60
#    Maximum FPS when game is paused
#pause_fps_max = 20
#    The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
#    Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24
#    Experimental option, might cause visible spaces between blocks
#    when set to higher number than 0.
#fsaa = 0
#vsync = false
#    Field of view in degrees
#fov = 72
#    Address to connect to (#blank = start local server)
#address =
#    Enable random user input, for testing
#random_input = false
#    Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
#    Whether to fog out the end of the visible area
#enable_fog = true
#    Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false
#    Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
#    Max liquids processed per step
#liquid_loop_max = 100000
#    The time (in seconds) that the liquids queue may grow beyond processing
#    capacity until an attempt is made to decrease its size by dumping old queue
#    items.  A value of 0 disables the functionality.
#liquid_queue_purge_time = 0
#    Liquid update interval in seconds
#liquid_update = 1.0
#    Enable transparent leaf textures, disable for speed
#new_style_leaves = true
#    Connects glass if supported by node
#connected_glass = false
#    Enable smooth lighting with simple ambient occlusion.
#    Disable for speed or for different looks.
#smooth_lighting = true
#    Adjust the gamma encoding for the light tables. Valid values are in the range
#    1.1 to 3.0 (inclusive); lower numbers are brighter.  This setting is for the
#    client only and is ignored by the server
#display_gamma = 1.8
# Path to texture directory. All textures are first searched from here.
#texture_path =
#    Video back-end.
#    Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl
#    Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
#    Continuous forward movement (for testing)
#continuous_forward = false
#    Fast movement (keymap_special1)
#fast_move = false
#    Invert mouse
#invert_mouse = false
#    Enable/disable clouds
#enable_clouds = true
#cloud_height = 120
#enable_3d_clouds = true
#    Use a cloud animation for the main menu background
#menu_clouds = true
#    Path for screenshots
#screenshot_path =
#    Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0
#    Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
#    3d support.
#    Currently:
#        "none"       = no 3d output.
#        "anaglyph"   = cyan/magenta color 3d.
#        "interlaced" = odd/even line based polarisation screen support.
#        "topbottom"  = split screen top/bottom.
#        "sidebyside" = split screen side by side.
#3d_mode = none
#3d_parallax_strength = 0.025
#    In-game chat console background color (R,G,B)
#console_color = (0,0,0)
#    In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
#    Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
#    Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
#    Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
#    Scale gui by a user specified value
#gui_scaling = 1.0
#    Sensitivity multiplier
#mouse_sensitivity = 0.2
#    Sound settings
#enable_sound = true
#sound_volume = 0.7
#    Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true
#    Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2
#    Maximum proportion of current window to be used for hotbar.
#    Useful if there's something to be displayed right or left of hotbar.
#hud_hotbar_max_width = 1.0
#    Save the map received by the client on disk
#enable_local_map_saving = false
#    Enable selection highlighting for nodes (disables selectionbox)
#enable_node_highlighting = false
#    Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false
#    Set to true to pre-generate all item visuals
#preload_item_visuals = false
#    Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true
#    Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
#    Set to true enables parallax occlusion mapping. Requires shaders enabled.
#generate_normalmaps = false
#    Set to true enables on the fly normalmap generation (Emboss effect).
#    Requires bumpmapping enabled.
#normalmaps_strength = 0.6
#    Strength of generated normalmaps
#normalmaps_smooth = 1
#    Defines sampling step of texture (0 - 2).
#    A higher value results in smoother normal maps.
#enable_parallax_occlusion = false
#    Scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
#    Bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04
#    Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
#    Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0
#    Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false
#    Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false
#    Enables caching of facedir rotated meshes
#ambient_occlusion_gamma = 2.2
#    The strength (darkness) of node ambient-occlusion shading.
#    Lower is darker, Higher is lighter. The valid range of values for this
#    setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
#    set to the nearest valid value.
#enable_mesh_cache = true
#    The time in seconds it takes between repeated
#    right clicks when holding the right mouse button.
#repeat_rightclick_time = 0.25
#    Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true
#    Delay showing tooltips, stated in milliseconds
#tooltip_show_delay = 400
#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
#screen_dpi = 72
#    Default timeout for cURL, stated in milliseconds.
#    Only has an effect if compiled with cURL.
#curl_timeout = 5000
#    Limits number of parallel HTTP requests. Affects:
#        Media fetch if server uses remote_media setting.
#        Serverlist download and server announcement.
#        Downloads performed by main menu (e.g. mod manager).
#    Only has an effect if compiled with cURL.
#curl_parallel_limit = 8
#    Maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000
#    Enable usage of remote media server (if provided by server)
#enable_remote_media_server = true
#    Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net
#    File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt
#    Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true
#    Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
#font_size = 15
#    Font shadow offset, if 0 then shadow will not be drawn
#font_shadow = 1
#    Font shadow alpha (opaqueness, between 0 and 255)
#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 15
#    This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 15
#fallback_font_shadow = 1
#fallback_font_shadow_alpha = 128
#    Override language. When no value is provided (default) system language is used.
#    Check "locale" directory for the list of available translations.
#language =
#main_menu_script =
#main_menu_game_mgr = 0
#main_menu_mod_mgr = 1
#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url  = https://forum.minetest.net/mmdb/mod/*/
#    Makes DirectX work with LuaJIT. Disable if it causes troubles.
#high_precision_fpu = true

#
#    Server stuff
#

#    Network port to listen (UDP)
port = 30001
#    Bind address
#bind_address =
#    Name of server
server_name = GunshipPenguin's Hunger Games Server
#    Description of server
server_description = Hunger Games Server, Come Fight With Us
#    Domain name of server
server_address = minetest.gunshippenguin.com
#    Homepage of server
server_url = http://minetest.net
#    Automaticaly report to masterserver
server_announce = 1
#    Announce to this masterserver.
#    If you want to announce your ipv6 address - use  serverlist_url = v6.servers.minetest.net.
serverlist_url = servers.minetest.net
#    Default game (default when creating a new world)
default_game = hungry_games
#    World directory (everything in the world is stored here)
map-dir = ../worlds/world
#    Message of the Day
motd = Welcome to GunshipPenguin's hunger games server! see the signs in the lobby for information on how to play.
#    Maximum number of players connected simultaneously
max_users = 20
#    Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
#    Time in seconds for item entity to live. Default value: 900s.
#    Setting it to -1 disables the feature.
#item_entity_ttl = 900
#    Set to true to enable creative mode (unlimited inventory)
#creative_mode = false
#    Enable players getting damage and dying
#enable_damage = false
#    A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
#    Gives some stuff to players at the beginning
#give_initial_stuff = false
#    New users need to input this password
#default_password =
#    Available privileges: interact, shout, teleport, settime, privs, ...
#    See /privs in game for a full list on your server and mod configuration.
#default_privs = interact, shout
#    Whether players are shown to clients without any range limit.
#    Deprecated, use the setting player_transfer_distance instead.
#unlimited_player_transfer_distance = true
#    Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0
#    Whether to enable players killing each other
#enable_pvp = true
#    If this is set, players will always (re)spawn at the given position
static_spawnpoint = -62.0, 65.0, 27.0
#    If true, new players cannot join with an empty password
#disallow_empty_password = false
#    If true, disable cheat prevention in multiplayer
disable_anticheat = true
#    If true, actions are recorded for rollback
#    This option is only read when server starts
#enable_rollback_recording = false
#    Handling for deprecated lua api calls:
#        "legacy" = (try to) mimic old behaviour (default for release).
#        "log"    = mimic and log backtrace of deprecated call (default for debug).
#        "error"  = abort on usage of deprecated call (suggested for mod developers).
#deprecated_lua_api_handling = legacy
#    Mod profiler
#mod_profiling = false
#    Detailed mod profile data
#detailed_profiling = false
#    Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
#    From how far client knows about objects
#active_object_send_range_blocks = 3
#    How large area of blocks are subject to the active block stuff.
#    Active = objects are loaded and ABMs run.
#active_block_range = 2
#    How many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10
#    How many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40
#    From how far blocks are sent to clients, stated in mapblocks (16 nodes)
#max_block_send_distance = 10
#    From how far blocks are generated for clients, stated in mapblocks (16 nodes)
#max_block_generate_distance = 6
#    Number of extra blocks that can be loaded by /clearobjects at once.
#    This is a trade-off between sqlite transaction overhead and
#    memory consumption (4096=100MB, as a rule of thumb).
#max_clearobjects_extra_loaded_blocks = 4096
#    Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16
#    Interval of sending time of day to clients
#time_send_interval = 5
#    Controls length of day/night cycle.
#    72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
#time_speed = 72
#    Length of year in days for seasons change.
#    With default time_speed 365 days = 5 real days for year, 30 days = 10 real hours.
#year_days = 30
#server_unload_unused_data_timeout = 29
#    Maximum number of statically stored objects in a block
#max_objects_per_block = 49
#    Interval of saving important changes in the world, stated in seconds
#server_map_save_interval = 5.3
#    http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2
#    To reduce lag, block transfers are slowed down when a player is building something.
#    This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0
#    Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1
#    Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
#    Specifies URL from which client fetches media instead of using UDP.
#    $filename should be accessible from $remote_media$filename via cURL
#    (obviously, remote_media should end with a slash).
#    Files that are not present would be fetched the usual way.
#remote_media =
#    Level of logging to be written to debug.txt:
#    0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
#debug_log_level = 2
#    Maximum number of blocks that can be queued for loading
#emergequeue_limit_total = 256
#    Maximum number of blocks to be queued that are to be loaded from file.
#    Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly = 32
#    Maximum number of blocks to be queued that are to be generated.
#    Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32
#    Number of emerge threads to use. Make this field blank, or increase this number
#    to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
#    at the cost of slightly buggy caves.
#num_emerge_threads = 1
#    Maximum number of packets sent per send step, if you have a slow connection
#    try reducing it, but don't reduce it to a number below double of targeted
#    client number.
#max_packets_per_iteration = 1024
#    Enable/disable IPv6
#enable_ipv6 = true
#    Enable/disable running an IPv6 server.  An IPv6 server may be restricted
#    to IPv6 clients, depending on system configuration.
#    Ignored if bind_address is set.
#ipv6_server = false

#
#    Physics stuff
#

#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
movement_speed_walk = 5
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81

#
#    Mapgen stuff
#

#    Name of map generator to be used.  Currently supported: v5, v6, v7, singlenode.
#mg_name = v6
#    Water surface level of map
#water_level = 1
#    Size of chunks to be generated, stated in mapblocks (16 nodes)
#chunksize = 5
#    Global map generation attributes.  Currently supported: trees, caves, flat, dungeons, light.
#    Flags that are not specified in the flag string are not modified from the default.
#    To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
#mg_flags = trees, caves
#    Map generation attributes specific to Mapgen V6.
#    Currently supported: biomeblend, jungles, mudflow.
#mgv6_spflags = biomeblend, jungles, mudflow
#    Controls size of deserts and beaches in Mapgen V6
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15

#    Perlin noise attributes for different map generation parameters.
#    Noise parameters can be specified as a set of positional values:
#    Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#    Or the new group format can be used instead:
#mgv6_np_terrain_base = {
#    offset      = -4
#    scale       = 20
#    spread      = (250, 250, 250)
#    seed        = 82341
#    octaves     = 5
#    persistence = 0.6
#    lacunarity  = 2.0
#    flags       = "defaults"
#}
#    Only the group format supports noise flags which are needed for eased noise.
#    Mgv5 uses eased noise for np_cave1, np_cave2, np_ground and np_crumble, so these are shown in
#    group format, other noise parameters are shown in positional format to save space.

#mgv5_spflags = blobs
#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
#mgv5_np_cave1 = {
#    offset      = 0
#    scale       = 6
#    spread      = (50, 50, 50)
#    seed        = 52534
#    octaves     = 4
#    persistence = 0.5
#    lacunarity  = 2.0
#    flags       = "eased"
#}
#mgv5_np_cave2 = {
#    offset      = 0
#    scale       = 6
#    spread      = (50, 50, 50)
#    seed        = 10325
#    octaves     = 4
#    persistence = 0.5
#    lacunarity  = 2.0
#    flags       = "eased"
#}
#mgv5_np_ground = {
#    offset      = 0
#    scale       = 40
#    spread      = (80, 80, 80)
#    seed        = 983240
#    octaves     = 4
#    persistence = 0.55
#    lacunarity  = 2.0
#    flags       = "eased"
#}
#mgv5_np_crumble = {
#    offset      = 0
#    scale       = 1
#    spread      = (20, 20, 20)
#    seed        = 34413
#    octaves     = 3
#    persistence = 1.3
#    lacunarity  = 2.0
#    flags       = "eased"
#}
#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1, 2.0

#mgv6_spflags = biomeblend, jungles, mudflow
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 2.0
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66, 2.0
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0

#mgv7_spflags = mountains, ridges
#mgv7_np_terrain_base = 4, 70, (300, 300, 300), 82341, 6, 0.7, 2.0
#mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
#mgv7_np_terrain_persist = 0.6, 0.1, (500, 500, 500), 539, 3, 0.6, 2.0
#mgv7_np_height_select = -0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv7_np_mount_height = 100, 30, (500, 500, 500), 72449, 4, 0.6, 2.0
#mgv7_np_ridge_uwater = 0, 1, (500, 500, 500), 85039, 4, 0.6, 2.0
#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.68, 2.0
#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0

#    Noise parameters for biome API temperature and humidity
#mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0
#mg_biome_np_humidity = 50, 50, (500, 500, 500), 842, 3, 0.5, 2.0
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by OldCoder » Sat May 23, 2015 15:44


Gunship Penguin, thank you.

1. Here's a patch for "hungry_games" git-current that may be useful. I learned about two problems fairly quickly: (a) there were random teleports to underground (b) inventory accumulated from match to match; this made a "cheat" possible.

The "cheat" involved quitting immediately before dying. By doing this, players were able to build up large inventories.

This patch is an attempt to fix both problems.

2. I'd like to reset armor as well as inventory. However, I haven't learned enough about the 3D Armor mod yet to attempt this.

Code: Select all
--- hungry_games-git-150522.old/mods/hungry_games/engine.lua
+++ hungry_games-git-150522/mods/hungry_games/engine.lua
@@ -23,6 +23,12 @@
          minetest.set_player_privs(name, privs)
          player:set_hp(20)
          spawning.spawn(player, "lobby")
+
+         -- Experimental code to reset inventory
+         inv = player:get_inventory()
+         if inv then
+            inv:set_list("main", {})
+         end
       end)
    end
    registrants = {}
@@ -233,7 +239,7 @@
    return true
 end)
 
-minetest.register_on_joinplayer(function(player)
+function joinmove (player)
    local name = player:get_player_name()
       local privs = minetest.get_player_privs(name)
    privs.vote = true
@@ -244,6 +250,10 @@
    minetest.set_player_privs(name, privs)
    minetest.chat_send_player(name, "You are now spectating")
    spawning.spawn(player, "lobby")
+end
+
+minetest.register_on_joinplayer(function(player)
+   minetest.after (2, joinmove, player)
 end)
 
 minetest.register_on_newplayer(function(player)

Last edited by OldCoder on Sat May 23, 2015 16:23, edited 2 times in total.
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by OldCoder » Sat May 23, 2015 16:12


Additional notes:

1. I've posted some notes at the following link about creating new Hungry Games maps. Would you be able to comment on parts that I missed?

https://forum.minetest.net/viewtopic.php?f=10&t=12222#p179302

Also consider sharing your expanded map unless you'd like to keep it private. FWIW I'm planning to make a large Hungry City map myself at some point.

2. In my Hungry Games world, I've removed the "give_initial_stuff" mod at the request of Sloan to the Bone, the player who asked me to create the world.

3. The current contents of my "hungry_game" modset are listed below. Most of these mods aren't essential for a world of this type, but I wanted to experiment.

Code: Select all
3d_armor-modpack  food            moreflags          spidermob
afkkick           glass_arena     name_restrictions  sprint
bacon             glow            names_per_ip       stairs
bedrock           glowstone       nature             sumpf
boats             grassblock      news               survival_modpack
bookex            highlandpools   oldcoder           throwing
bucket            hudbars         paintings          timespeed
builtin_item      hungry_games    pie                titanium
chains            hydro           player_textures    tnt
creative          icetools        random_chests      unifieddyes
dead_drop         ilights         replacer           vector_extras
death_messages    inventory_plus  riesenpilz         vessels
decoplants        irc             screwdriver        wiki
default           irc_commands    sea                wool
doors             item_drop       senderman          worldedit-modpack
dye               jumping         shooter            xban2
farming           kpgmobs         snow
fire              maptools        spawneggs
flowers           mobs            spawning


4. The "shooter" mod is working out pretty well. It provides crossbows, firearms, grenades, and even a rocket launcher.

5. The "tnt" mod is needed because the "shooter" mod depends on it. But I've disabled "tnt" crafting because TNT itself apparently destroys chests.

6. We may open up our lobby so that players can explore while they're waiting for a match to start.

7. I've observed crashes due to a nil-pointer dereference in the "hudbars" mod. I'm working on a patch for the issue. But it's possible that your fork fixes it.

8. The cows, giraffes, Sendermen (sic), and giant spiders are popular :P

<puppypupgirl> STUPID SPIDER
<Guillermo> i know carate haya
<Guillermo> spider
<puppypupgirl> GOOD D*MN SPIDERS
<Guillermo> dont stay still
<Guillermo> stupid spiders
<Guillermo> it killed me
<puppypupgirl> spiders where are you
<Guillermo> ones behind you
<Guillermo> lol ha
<puppypupgirl> I HATE SPIDERS


 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by GunshipPenguin » Sat May 23, 2015 18:01

OldCoder wrote:
Gunship Penguin, thank you.

1. Here's a patch for "hungry_games" git-current that may be useful. I learned about two problems fairly quickly: (a) there were random teleports to underground (b) inventory accumulated from match to match; this made a "cheat" possible.

The "cheat" involved quitting immediately before dying. By doing this, players were able to build up large inventories.

This patch is an attempt to fix both problems.

2. I'd like to reset armor as well as inventory. However, I haven't learned enough about the 3D Armor mod yet to attempt this.

Code: Select all
--- hungry_games-git-150522.old/mods/hungry_games/engine.lua
+++ hungry_games-git-150522/mods/hungry_games/engine.lua
@@ -23,6 +23,12 @@
          minetest.set_player_privs(name, privs)
          player:set_hp(20)
          spawning.spawn(player, "lobby")
+
+         -- Experimental code to reset inventory
+         inv = player:get_inventory()
+         if inv then
+            inv:set_list("main", {})
+         end
       end)
    end
    registrants = {}
@@ -233,7 +239,7 @@
    return true
 end)
 
-minetest.register_on_joinplayer(function(player)
+function joinmove (player)
    local name = player:get_player_name()
       local privs = minetest.get_player_privs(name)
    privs.vote = true
@@ -244,6 +250,10 @@
    minetest.set_player_privs(name, privs)
    minetest.chat_send_player(name, "You are now spectating")
    spawning.spawn(player, "lobby")
+end
+
+minetest.register_on_joinplayer(function(player)
+   minetest.after (2, joinmove, player)
 end)
 
 minetest.register_on_newplayer(function(player)



Problems 1 and 2 have already both been fixed in my fork of hungry_games. Player inventories (Including crafting and armor inventories) are cleared after a player dies, and just before a match starts. Their inventories are also dropped if they leave the game, making it impossible to build up a large inventory by closing minetest.

See here => https://github.com/gunshippenguin/hungry_games
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by OldCoder » Sat May 23, 2015 19:13


Gunship Penguin, I've switched to your fork. A few quick notes:

1. I've modified "register_on_joinplayer" to use "minetest.after" as shown in a previous post. You haven't found that this change is needed? Previously, without it, initial spawn went to 0,0,0 on a random basis.

2. Players report that they're not able to dig. Is this a bug on my side or an intentional change?

3. Other people who use the fork with the original Hungry Games map should change the set_size parameter in hungry_games/init.lua from 400 to 200. Without the change, players will get stuck.

4. Are you able to share either the expanded map or tips related to creating one? After creating the lobby, do the remaining steps consist mostly of setting up chests and spawn points?
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by Wuzzy » Sat May 23, 2015 23:41

Gunship Penguin, I got kicked out of your server because I was “afk”. At least the server thought so. In reality I just switched to a different application, waiting for the next game to start. Because of the sound effects, I will know early enough when the game will start. :-)
Maybe the game should not kick you while you are in the lobby and already have made your vote.

Anyways, the whole voting thing needs to be completely reworked IMO, I'll talk later about this.


@OldCoder: If you could somehow fix the “teleport to (0,0,0) bug”, that would be great. It is one of the most annoying bugs.

7. I've observed crashes due to a nil-pointer dereference in the "hudbars" mod. I'm working on a patch for the issue. But it's possible that your fork fixes it.


Please report HUD bars bugs in the HUD bars thread.
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by OldCoder » Sun May 24, 2015 00:22


Wuzzy wrote:@OldCoder: If you could somehow fix the “teleport to (0,0,0) bug”, that would be great. It is one of the most annoying bugs.

1. Are you referring to a bug where people sometimes spawn initially at 0,0,0 ? If so, the following patch fixes it for me:

Code: Select all
--- hungry_games.old/engine.lua
+++ hungry_games/engine.lua
@@ -301,7 +239,7 @@
    return true
 end)
 
-minetest.register_on_joinplayer(function(player)
+function joinmove (player)
    local name = player:get_player_name()
       local privs = minetest.get_player_privs(name)
    privs.vote = true
@@ -312,6 +250,10 @@
    minetest.set_player_privs(name, privs)
    minetest.chat_send_player(name, "You are now spectating")
    spawning.spawn(player, "lobby")
+end
+
+minetest.register_on_joinplayer(function(player)
+   minetest.after (2, joinmove, player)
 end)

 minetest.register_on_newplayer(function(player)

Wuzzy wrote:Please report HUD bars bugs in the HUD bars thread.

2. Gunship Penguin has apparently forked the "hudbars" mod. It's part of the latest git snapshot of his "_game" fork. I assume that questions related to his version of the mod should go here as opposed to in the thread for the upstream version of the mod.
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by GunshipPenguin » Sun May 24, 2015 03:34

OldCoder wrote:
Gunship Penguin, I've switched to your fork. A few quick notes:

1. I've modified "register_on_joinplayer" to use "minetest.after" as shown in a previous post. You haven't found that this change is needed? Previously, without it, initial spawn went to 0,0,0 on a random basis.

2. Players report that they're not able to dig. Is this a bug on my side or an intentional change?

3. Other people who use the fork with the original Hungry Games map should change the set_size parameter in hungry_games/init.lua from 400 to 200. Without the change, players will get stuck.

4. Are you able to share either the expanded map or tips related to creating one? After creating the lobby, do the remaining steps consist mostly of setting up chests and spawn points?


1.
I haven't found that that change is needed. When I created the map, I set static_spawnpoint in minetest.conf to the inside of the lobby, which is I suppose why I'm not experiencing that problem.

2.
This is an intentional change. Go to hungry_games/mods/hungry_games/init.lua and change hungry_games.dig_mode from "none" to either "restricted" or "normal"

3.
Yes, this is true. I changed it because I found that 200 was too small for the amount of people playing on my server so I changed it to 400.

4.
Making a map isn't that difficult. Should take you ~30 minutes depending on how fancy a lobby you build. Just generate a map with hungry_games, which should give you a fenced off arena then build your lobby.

You then want to set all your points, set where players spawn in the lobby: (/hg set lobby), where they spawn when they join the server: (/hg set spawn) and all the spawnpoints you need (/hg set player_#) Replace # with the number of the spawnpoint, eg if you want 20 spawnpoints like I have, use /hg set player_1, /hg set player_2, /hg set player_3...

You don't need to add chests, hungry_games does that for you. Although you can add more if you'd like.

Wuzzy wrote:Gunship Penguin, I got kicked out of your server because I was “afk”. At least the server thought so. In reality I just switched to a different application, waiting for the next game to start. Because of the sound effects, I will know early enough when the game will start. :-)
Maybe the game should not kick you while you are in the lobby and already have made your vote.

Anyways, the whole voting thing needs to be completely reworked IMO, I'll talk later about this.


@OldCoder: If you could somehow fix the “teleport to (0,0,0) bug”, that would be great. It is one of the most annoying bugs.

7. I've observed crashes due to a nil-pointer dereference in the "hudbars" mod. I'm working on a patch for the issue. But it's possible that your fork fixes it.


Please report HUD bars bugs in the HUD bars thread.


Sorry about that, Afkkick is probably not suited to this server. I'll remove it now.

As for voting. I'm going to fix that tonight or tomorrow.

What currently happens is this: If there are <= 5 players connected, the vote to start a match must be unanimous. Otherwise 75% of the players need to vote to start the match. The first vote cast to start the match however, triggers a 5 minute countdown. When that is up, regardless of the amount of votes, the game will start. This is not ideal as almost always, when there are more than 5 people on, <75% of them vote, which means we have to wait 5 minutes for a game to start.

What I'd like to implement is this: If the amount of players connected <= 5, the vote must be unanimous to start a game, otherwise a simple 50%+1 majority will work. I'll also keep the 5 minute countdown, just in case < 50% of the server decides to constantly not vote.
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by OldCoder » Sun May 24, 2015 22:47


I've successfully created a new Hungry Games map based on Gunship Penguin's fork.

I'm using two patches, the spawn fix mentioned before and a glass arena crash fix. In general, the fork seems to work pretty well and I'd encourage more people to try it.

I think there's room for more organized battle worlds and different styles are likely to evolve. In my case, I've added a building to the battle area and I might put in a few more; part of the battle zone might end up as a small Hungry City. We've also unlocked the lobby and started a parkour area outside for people to exercise in while they wait for battles.

I'd like to thank Gunship Penguin for his work on the mod. I'll share patches or changes that I come up with.

 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by Wuzzy » Sat May 30, 2015 22:44

I have a suggestion, but first I want to discuss them here with other players to hear what they think.

I think the hunger and thirst should be tweaked.

Beating hunger and thirst is actually quite easy, and dieing on thirst or hunger happens quite rarely. But I think survival should play a bigger role. It would be funny to win because the other player starved. xD

The biggest problem is that every food seems to push hunger to 0% immediately, and only 1 glass of water pushes thirst to 0% immediately. That's a bit too much. Hunger and thirst should be reduced based on the food or drink and not drop to 0% directly. Also, I would say that no item should reduce hunger or thirst by more than 50% at once.
I also noticed that the “juices” don't affect the thirst level in any way! :-(

Currently, hunger and thirst both need 12min to fill up plus additional 5min until you actually die. Dieing on starvation or thirst is incredibly unlikely. If you got 10 apples (and it is easy to get 10 apples), you can survive for over 2 hours!

Also, I think that hunger and thirst should not be treated equally, but instead should have different “speeds”. Thirst should come faster than hunger.

Also, hunger and thirst should both come faster.
I suggest cutting the hunger times in half, and the thirst time to be 40% of the new hunger times. It is easy to obtain water anyways, but things may become interesting in desert maps without any water nodes.

So what do you think about this? Do you think that hunger and thirst should be reworked?
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by horse_lover » Sun May 31, 2015 14:20

+1 to Wuzzy's statement. Usually in the game I only need about 1 bread and 1 water to survive. (but I take more to regen health)

Also there seems to be a glitch that when people die, half their stuff gets stuck in the blocks so you can only pick up a portion of their items. It's a little annoying, would there be a way to fix that? If not it's okay :) Another thing that would be great on this server is skins so people look... different. Skins would be great.
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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by GunshipPenguin » Mon Jun 01, 2015 00:30

horse_lover wrote:+1 to Wuzzy's statement. Usually in the game I only need about 1 bread and 1 water to survive. (but I take more to regen health)

Also there seems to be a glitch that when people die, half their stuff gets stuck in the blocks so you can only pick up a portion of their items. It's a little annoying, would there be a way to fix that? If not it's okay :) Another thing that would be great on this server is skins so people look... different. Skins would be great.
Wuzzy wrote:I have a suggestion, but first I want to discuss them here with other players to hear what they think.

I think the hunger and thirst should be tweaked.

Beating hunger and thirst is actually quite easy, and dieing on thirst or hunger happens quite rarely. But I think survival should play a bigger role. It would be funny to win because the other player starved. xD

The biggest problem is that every food seems to push hunger to 0% immediately, and only 1 glass of water pushes thirst to 0% immediately. That's a bit too much. Hunger and thirst should be reduced based on the food or drink and not drop to 0% directly. Also, I would say that no item should reduce hunger or thirst by more than 50% at once.
I also noticed that the “juices” don't affect the thirst level in any way! :-(

Currently, hunger and thirst both need 12min to fill up plus additional 5min until you actually die. Dieing on starvation or thirst is incredibly unlikely. If you got 10 apples (and it is easy to get 10 apples), you can survive for over 2 hours!

Also, I think that hunger and thirst should not be treated equally, but instead should have different “speeds”. Thirst should come faster than hunger.

Also, hunger and thirst should both come faster.
I suggest cutting the hunger times in half, and the thirst time to be 40% of the new hunger times. It is easy to obtain water anyways, but things may become interesting in desert maps without any water nodes.

So what do you think about this? Do you think that hunger and thirst should be reworked?



I agree with you both. Hunger and thirst as they currently are serve really no purpose. I'd like to have hunger and thirst be decreased by only a small amount when you eat/drink, perhaps 25% or so. I also like Wuzzy's idea of having thirst decrease faster than hunger. I'll work on some sort of fix over the next few days.

Horselover, I'm looking into skins, and hope to get some sort of skins mod on the server soon. As for the items going into a node, I'm not really sure about that, perhaps it's an engine problem, but I'll take a look at my item dropping code just in case.
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by OldCoder » Mon Jun 01, 2015 00:50


Regarding skins, I'm using the "player_textures" mod on most of my servers presently. This mod requires more work than the "skins" mod because skins need to be added manually, but it allows players to use any 64x32 skin that they wish; and I might add an upload feature to simplify things.

 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by Wuzzy » Tue Jun 02, 2015 00:54

I don't like the new death sound. It is far too subtle, even the pain sounds are louder. The death sound actually sounds like a weak pain sound by itself. Currently, I can't provide you an alternative, but I will submit one if I have found a good sound or a good set of sounds. But I agree that the old death sound was bad as well.
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by GunshipPenguin » Tue Jun 02, 2015 02:03

Wuzzy wrote:I don't like the new death sound. It is far too subtle, even the pain sounds are louder. The death sound actually sounds like a weak pain sound by itself. Currently, I can't provide you an alternative, but I will submit one if I have found a good sound or a good set of sounds. But I agree that the old death sound was bad as well.

I agree that the new death sound may be better suited as a pain sound than a death sound but I do think that it's an improvement over the old one, which was just plain obnoxious. There were people falling off the parkour course and dying every 5 seconds at points, and every time they did, the old death sound would play, which was very loud and distracting. If you find a better one, feel free to let me know. I could also remove the death sound entirely, which may work out.
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by GunshipPenguin » Tue Jun 02, 2015 23:13

Due to this server being full / nearly full on a regular basis, I've added another 10 slots. There are also another 10 spawnpoints in the arena, so 30 people can be playing a game at once.
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by Wuzzy » Wed Jun 03, 2015 07:19

Some players complained that they cannot sprint because apparently thay cannot use the “use” key. See this thread: viewtopic.php?f=3&t=12430
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by horse_lover » Wed Jun 03, 2015 22:45

OMG right now there is a huuuuuge problem with chat spam. Is it possible to have chat revoked if you spam? It is very annoying and people are blocking up the whole entire screen with chat.
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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by stormchaser3000 » Thu Jun 04, 2015 15:21

DUDE. someone !@#$ed up the spawn i seggest disabling the ability to place lava buckets. also the bottom of the spawn was broken and there is a HUGE water lava hill

also the mumble server seems to be down

Image

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Image
 

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by Hybrid Dog » Thu Jun 04, 2015 20:12

please use the performance trick
viewtopic.php?f=10&t=9588

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Re: [0.4.12][hungry_games] GunshipPenguin's Hunger Games Ser

by GunshipPenguin » Sat Jun 06, 2015 00:59

stormchaser3000 wrote:DUDE. someone !@#$ed up the spawn i seggest disabling the ability to place lava buckets. also the bottom of the spawn was broken and there is a HUGE water lava hill

also the mumble server seems to be down


Damn, that was some pretty bad griefing. Map has been restored from a backup. Also, the mumble server is now up and running.

Hybrid Dog wrote:please use the performance trick
viewtopic.php?f=10&t=9588


I already am :)
 

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