[Mod] Bows with arrows V2 [bows]

User avatar
AiTechEye
Member
Posts: 1000
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: Sweden

Re: [Mod] Bows V3 [bows]

by AiTechEye » Post

ok your wish has been fulfilled :P

User avatar
mahmutelmas06
Member
Posts: 367
Joined: Mon Mar 02, 2015 13:10
GitHub: mahmutelmas06
IRC: mahmutelmas06
In-game: masum

Re: [Mod] Bows V3 [bows]

by mahmutelmas06 » Post

UjEdwin wrote:ok your wish has been fulfilled :P
The fastest developer ever :-D
My Mods:

Beverage

User avatar
AiTechEye
Member
Posts: 1000
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: Sweden

Re: [Mod] Bows V3 [bows]

by AiTechEye » Post

depends on the method used :P

User avatar
Milan*
Member
Posts: 255
Joined: Thu May 28, 2015 06:45
GitHub: tchncs
IRC: Passant
In-game: Milan Passant
Location: Germany
Contact:

Re: [Mod] Bows V3 [bows]

by Milan* » Post

Mmmh beside the missing Git repository...may it possible to make arrows re-usuable for you? :)

ServerDad
New member
Posts: 4
Joined: Sun Sep 04, 2016 00:14

Re: [Mod] Bows V3r [bows]

by ServerDad » Post

UjEdwin,
I would like to start by saying thank you! Your bow mod has provided my kids, and the whole neighborhood, with lots of fun. In fact, everyone was getting somewhat burnt out and then when I loaded your mod and they had rainbow arrows everyone was excited about MineTest again. So thank you.

I do seem to have found a bug. I am running on Linux Mint 18 using the standard repos which provide Minetest 4.13.

Hers is the error dump.

Code: Select all


2016-09-03 12:46:12: ACTION[ServerThread]: c7 uses bows:bow_diamond_loaded, pointing at [nothing]
2016-09-03 12:46:12: INFO[ServerThread]: WARNING: core.env:[...] is deprecated and should be replaced with core.[...]
12:46:12: WARNING: Undeclared global variable "tnt" accessed at /home/minetest/.minetest/mods/bows/items_functions.lua:128
2016-09-03 12:46:12: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2016-09-03 12:46:12: ERROR[main]: Lua: Runtime error from mod 'bows' in callback luaentity_Step(): /home/minetest/.minetest/mods/bows/items_functions.lua:128: attempt to index global 'tnt' (a nil value)
2016-09-03 12:46:12: ERROR[main]: stack traceback:
2016-09-03 12:46:12: ERROR[main]: 	/home/minetest/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
2016-09-03 12:46:12: ERROR[main]: 	/home/minetest/.minetest/mods/bows/arrow.lua:114: in function </home/minetest/.minetest/mods/bows/arrow.lua:96>

In thread 7f29ddb2a780:
/build/minetest-6sh_iU/minetest-0.4.13+repack/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'bows' in callback luaentity_Step(): /home/minetest/.minetest/mods/bows/items_functions.lua:128: attempt to index global 'tnt' (a nil value)
stack traceback:
	/home/minetest/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
	/home/minetest/.minetest/mods/bows/arrow.lua:114: in function </home/minetest/.minetest/mods/bows/arrow.lua:96>
Debug stacks:
DEBUG STACK FOR THREAD 7f29d5a1a700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::__cxx11::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f29d621b700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
DEBUG STACK FOR THREAD 7f29ddb2a780:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)
Aborted


Thank you for a great mod and your help!
SD

User avatar
ExeterDad
Member
Posts: 1717
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad
Location: New Hampshire U.S.A

Re: [Mod] Bows V3r [bows]

by ExeterDad » Post

Just a guess as I don't have the mod installed on this machine... is TNT enabled?

ServerDad
New member
Posts: 4
Joined: Sun Sep 04, 2016 00:14

Re: [Mod] Bows V3r [bows]

by ServerDad » Post

ExeterDad,
Good question. I assumed so, but just checked and yes the default TNT is enabled. I also placed a few TNT blocks and lit them to check for their correct operation. All is well with TNT.

User avatar
AiTechEye
Member
Posts: 1000
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: Sweden

Re: [Mod] Bows V3r2 [bows]

by AiTechEye » Post

Fixed!

the mod should auto disable tnt when its off or removed, but a bug (idk if its a mt core thing)
told enable_tnt was nill what ever i did, so now its ignored
Last edited by AiTechEye on Mon Dec 31, 2018 07:39, edited 1 time in total.

ServerDad
New member
Posts: 4
Joined: Sun Sep 04, 2016 00:14

Re: [Mod] Bows V3r2 [bows]

by ServerDad » Post

UjEdwin,
Thank you very much!

bark
Member
Posts: 35
Joined: Thu Sep 24, 2015 13:25
In-game: bark

Re: [Mod] Bows V3r2 [bows]

by bark » Post

I love your work! These bows are very elegant. I'm however getting an error that crashes the server (running 0.4.14) Any idea how to fix this?

Code: Select all

2016-10-28 19:58:35: ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback luaentity_Step(): /home/me/.minetest/mods/bows/items_functions.lua:128: attempt to call field 'boom' (a nil value)
2016-10-28 19:58:35: ERROR[Main]: stack traceback:
2016-10-28 19:58:35: ERROR[Main]:       /home/me/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
2016-10-28 19:58:35: ERROR[Main]:       /home/me/.minetest/mods/bows/arrow.lua:114: in function </home/me/.minetest/mods/bows/arrow.lua:96>

User avatar
Andrey01
Member
Posts: 2574
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Bows V3r2 [bows]

by Andrey01 » Post

When i am going to shoot left click, for some reason don`t i get to shoot.Is this error?

User avatar
AccidentallyRhine
Member
Posts: 252
Joined: Sun Aug 02, 2015 05:43

Re: [Mod] Bows V3r2 [bows]

by AccidentallyRhine » Post

Andrey01 wrote:When i am going to shoot left click, for some reason don`t i get to shoot.Is this error?
Just to be sure, you have your arrow in the adjacent slot to the left of your bow?

UjEdwin, do you plan to upload this on a git host?

User avatar
Andrey01
Member
Posts: 2574
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Bows V3r2 [bows]

by Andrey01 » Post

AnxiousInfusion wrote:
Andrey01 wrote:When i am going to shoot left click, for some reason don`t i get to shoot.Is this error?
Just to be sure, you have your arrow in the adjacent slot to the left of your bow?

UjEdwin, do you plan to upload this on a git host?
Do i have to put your arrow only in the left slot, and no right slot?

User avatar
AccidentallyRhine
Member
Posts: 252
Joined: Sun Aug 02, 2015 05:43

Re: [Mod] Bows V3r2 [bows]

by AccidentallyRhine » Post

I just tested it and, yes, arrows will only load into the bow by being in the slot left of the bow in your hot bar.

User avatar
AiTechEye
Member
Posts: 1000
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: Sweden

Re: [Mod] Bows V3r2 [bows]

by AiTechEye » Post

1: Yeah, the bows load arrows from the left side, becaouse its more realestic :-)
2: I dont have github, and tried it 3 times, just messing, but you can upload it if you want Its CC0 license, you can do what ever you want with it.

3: The "boom" error refers to there is an error in the games\minetest_game\mods\tnt\init.lua
because that function is used by the bows mod. it dont giving errors when im testing, and i have no idea what would make it...
But of course all bugs should be fixed!

npx
Member
Posts: 164
Joined: Thu Apr 09, 2015 21:17
In-game: npx
Location: Turin, Italy

Re: [Mod] Bows V3r2 [bows]

by npx » Post

Your mod is amazing!
Standard arrows does not use the new TenPlus1's damage system that use "health" instead of "hp", while the explosive and the toxic arrow do.
Could you please do something about it? Because we would like to add some bows to nssm using your mod...
Thank you!

User avatar
AiTechEye
Member
Posts: 1000
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: Sweden

Re: [Mod] Bows V3r2 [bows]

by AiTechEye » Post

I really dont know how to fix it, i have always used the set_hp() + punch( puncher, hp )
And when a puncher have to punch it self, it often causing errors.
and the other problem is i have not coded for a few months = forgetting how to code...

npx
Member
Posts: 164
Joined: Thu Apr 09, 2015 21:17
In-game: npx
Location: Turin, Italy

Re: [Mod] Bows V3r2 [bows]

by npx » Post

If you put the mod on Github we will make a pull request for it! Thank you!

User avatar
Andrey01
Member
Posts: 2574
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Bows V3r2 [bows]

by Andrey01 » Post

npx wrote:If you put the mod on Github we will make a pull request for it! Thank you!
What are you Github for?

Blunt
New member
Posts: 7
Joined: Thu Dec 08, 2016 15:19

Re: [Mod] Bows V3r2 [bows]

by Blunt » Post

First of let me say that I really like this bow mod.

I use this mod with "mobs redo" and notices that the arrows don't trigger damage sounds on mobs or any indication, they do die though, also the mobs don't leave drops when killed with a arrow.

could this be fixed? especially the last one (the drops).

User avatar
Inocudom
Member
Posts: 3121
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Bows V3r2 [bows]

by Inocudom » Post

This here is a very fun weapon to play with. Its targets make for good decorations and its rainbow items have effects that are eye candy.

User avatar
AiTechEye
Member
Posts: 1000
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: Sweden

Re: [Mod] Bows V4 [bows]

by AiTechEye » Post

i using mobs redo too, and cant play without them :-)

the punch system should be fixed now, and the arrows will disappear with the objects.

Blunt
New member
Posts: 7
Joined: Thu Dec 08, 2016 15:19

Re: [Mod] Bows V4 [bows]

by Blunt » Post

I tried your new version and can confirm that mobs redo now plays damage sound and drops the usual items on death.


Many thanks for your work, this is now my favorite bow mod!


Perhaps picking up arrow's is a interesting feature for the future, but regardless I enjoy your work and appreciate the wide variety of different materials that this mod uses.

HolgiB
Member
Posts: 11
Joined: Fri Jan 13, 2017 07:09

Re: [Mod] Bows V4 [bows]

by HolgiB » Post

Thanks for this great mod !
I love shooting with arrows at mobs is much since its much more fun than using only swords. :-)

Unfortunately there seems to be an issue with my version of Minetest and the TNT arrows.

When shooting TNT arrows against a monster (possibly when I hit the monster) minetest bombs out with the following message:

Code: Select all

2017-01-12 20:00:01: ERROR[main]: ServerError: Lua: Runtime error from mod 'bows' in callback luaentity_Step(): /home/hb/.minetest/mods/bows/items_functions.lua:128: attempt to index global 'tnt' (a nil value)
2017-01-12 20:00:01: ERROR[main]: stack traceback:
2017-01-12 20:00:01: ERROR[main]: 	/home/hb/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
2017-01-12 20:00:01: ERROR[main]: 	/home/hb/.minetest/mods/bows/arrow.lua:115: in function </home/hb/.minetest/mods/bows/arrow.lua:97>
2017-01-12 20:00:01: ACTION[ServerThread]: singleplayer leaves game. List of players: 
2017-01-12 20:00:01: ACTION[ServerThread]: LuaEntitySAO at (147.835,20.4384,-100.137) punched by LuaEntitySAO at (147.835,20.4384,-100.137), damage 4 hp, health now 0 hp
AL lib: (WW) FreeContext: (0x170fdc0) Deleting 1 Source(s)
AL lib: (WW) FreeDevice: (0x16f1950) Deleting 48 Buffer(s)
I am running Minetest 0.4.13 which is the vanilla version provided with Ubuntu 16.04. Is this a known issue ?
The TNT mod is available with the Minetest package per default. I checked this.

User avatar
AiTechEye
Member
Posts: 1000
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: Sweden

Re: [Mod] Bows V5 [bows]

by AiTechEye » Post

That tnt have been messing up for a while, but i'm hopefully it's fixed now

V5:
Fixed crash when using tnt arrows (hopefully)
Fixed arrrows disappear on node hit
Added drops after objects death or dug node (if not timed out)
Added slow down arrows step after hit (5 setp/s instead of 20) [saves a lot of cpu]

Post Reply

Who is online

Users browsing this forum: No registered users and 18 guests