[Mod] Orienteering [1.7] [orienteering]
Re: [Mod] Orienteering [1.2] [orienteering]
I see, you quoted another use of 'even' than you intended. Yes, the use of 'even' you truly meant was misleading, so I fixed it to avoid confusion.
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Re: [Mod] Orienteering [1.2] [orienteering]
no need to, it's the end of the craft definition.Grandolf wrote:Is line 184 suppose to have a commaif im wrong sorry XD im not an A+ at lua :PCode: Select all
recipe = { {"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"}, {"default:mese_crystal", "default:obsidian_shard", "default:mese_crystal"}, {"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"} <-here?
hm 184, 192, 200, and 208 are also missing a comma location
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Re: [Mod] Orienteering [1.2] [orienteering]
It seems this mod may be usuful! Interesting devices!
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Version 1.3 released!
I just released version 1.3!
This version changes the crafting recipes of the watch and the GPS device for a slightly better balancing. They include the new tin ingot in Minetest Game 0.4.16. Don't download version 1.3 yet if you are still stuck with Minetest Game 0.4.15 for some reason.
Also, this mod now remembers across re-joins and restarts whether you use the 12h or 24h mode for the time. Previously, it was always reset to 24h mode.
This version changes the crafting recipes of the watch and the GPS device for a slightly better balancing. They include the new tin ingot in Minetest Game 0.4.16. Don't download version 1.3 yet if you are still stuck with Minetest Game 0.4.15 for some reason.
Also, this mod now remembers across re-joins and restarts whether you use the 12h or 24h mode for the time. Previously, it was always reset to 24h mode.
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Re: [Mod] Orienteering [1.3] [orienteering]
Is it possible to set yaw and pitch using a command (Similar to /teleport or /time commands), or am I looking at the wrong mod for this?
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Re: [Mod] Orienteering [1.3] [orienteering]
No it is not posible with a command, but it is possible with Lua API calls, which means someone can write a mod which adds such commands.
Yes, you are looking in the wrong mod for this. This mod aims to provide tools purely for informational purposes.
Yes, you are looking in the wrong mod for this. This mod aims to provide tools purely for informational purposes.
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Re: [Mod] Orienteering [1.3] [orienteering]
Great mod. The only thing I don't like is that my server can't tell clients not to use the debug menu. That's not this mod's fault, of course, but it is a bummer.
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Re: [Mod] Orienteering [1.4] [orienteering]
In Minetest Game, because there is already map mod, Quadcorder and Automapper don't provide minimap functionality, but rather extend Mapping Kit functionality to radar mode (that's what I got from orienteering.update_automapper). But when I try to use Quadcorder or Automapper with Mapping Kit, minimap keeps switching from any mode to "Minimap in surface mode, Zoom x1". I tested it with Minetest 5.0.1 and mod version from ContentDB.
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Re: [Mod] Orienteering [1.4] [orienteering]
Hello:
to sum up my statement below: I noticed the same thing the previous poster did.
This is a good mod, thank you, I am using minetest 5.0.1 after crafting the radar or quadcorder the minimap resets to zoom x 1 of the land map from any minimap mode or zoom level. Without the mapping kit the minimap is disabled regardless of where the quadcorder/radar is.
to sum up my statement below: I noticed the same thing the previous poster did.
This is a good mod, thank you, I am using minetest 5.0.1 after crafting the radar or quadcorder the minimap resets to zoom x 1 of the land map from any minimap mode or zoom level. Without the mapping kit the minimap is disabled regardless of where the quadcorder/radar is.
Re: [Mod] Orienteering [1.4] [orienteering]
This mod is very cool but has two serious bugs.
First, the compass works the wrong way, counterclockwise instead of clockwise. I get 270° on the East and 90° on the West. Should be the opposite. It should also say "Azimuth" instead of "Yaw", geography-wise. ;)
Second, MTG blocks map display in survival, so mappers are useless.
EDIT1: To fix compass, change line 341 of init.lua from
to
EDIT2: Default key for minimap in Minetest is F9 not F7. F7 is used for camera modes. Changing the default keys does not help with the minimap in survival mode.
First, the compass works the wrong way, counterclockwise instead of clockwise. I get 270° on the East and 90° on the West. Should be the opposite. It should also say "Azimuth" instead of "Yaw", geography-wise. ;)
Second, MTG blocks map display in survival, so mappers are useless.
EDIT1: To fix compass, change line 341 of init.lua from
Code: Select all
local yaw = player:get_look_horizontal()*toDegrees
Code: Select all
local yaw = 360-player:get_look_horizontal()*toDegrees
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Version 1.5 released!
Version 1.5 released!
Changelog:
Changelog:
- Yaw now goes clockwise
- Radar mapper and quadcorder should no longer be in conflict with mapping kit from Minetest Game
- Fix help about the default minimap key
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Re: [Mod] Orienteering [1.5] [orienteering]
Thank you, that fixed the minimap frequently resetting. :)
Re: [Mod] Orienteering [1.5] [orienteering]
When using the mod, my server (5.1.0) logs a lot of deprecation warnings.
I actually forked the mod to fix it.
However, I do not know how to do pull/merge request at repo.or.cz?
Please pick up the patch from my repo if you like @Wuzzy
I actually forked the mod to fix it.
However, I do not know how to do pull/merge request at repo.or.cz?
Please pick up the patch from my repo if you like @Wuzzy
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Re: [Mod] Orienteering [1.5] [orienteering]
Did you test this?
I reproduced your changes and it causes crashes when tools are used on nodes.
I reproduced your changes and it causes crashes when tools are used on nodes.
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft
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Re: [Mod] Orienteering [1.5] [orienteering]
I will not include patches that crash.
Re: [Mod] Orienteering [1.5] [orienteering]
Epic fail for my first post here :(
I am so sorry. I thought I tested it, but I was testing against the old version.
Then I also found out that I completely misunderstood how the metadata is accessed.
The code is now updated and I just tested it on my server. I also "used" my GPS to switch between 24h and 12h mode, which it did.
I am so sorry. I thought I tested it, but I was testing against the old version.
Then I also found out that I completely misunderstood how the metadata is accessed.
The code is now updated and I just tested it on my server. I also "used" my GPS to switch between 24h and 12h mode, which it did.
Last edited by Juve on Mon Jan 27, 2020 22:32, edited 1 time in total.
Re: [Mod] Orienteering [1.5] [orienteering]
FYI: I also forked it on GH now, which is much easier to use and review for me than repo.cz. Here is the diff.
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Re: [Mod] Orienteering [1.5] [orienteering]
I have replaced all outdated get_attribute/set_attribute calls. Thanks.
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1.6
Update! Version 1.6 is here! This adds optional tooltip extensions if you have the tt mod installed. The rest is just boring code cleanup.
This mod now requires Minetest 5.3.0 or later!
This mod now requires Minetest 5.3.0 or later!
- Add tooltip extensions (for tt mod)
- Proper z-sorting for HUD elements
- Replace outdated get_attribute/set_attribute functions (thanks, juve!)
- Per-player Creative Mode is supported for other mods (internally, minetest.is_creative_enabled is being called)
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Re: [Mod] Orienteering [1.6] [orienteering]
The code of this mod has been moved to Codeberg.org!
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Re: [Mod] Orienteering [1.7] [orienteering]
Version 1.7 is here!
- Added French translation
- Made mod title and description translatable (for upcoming Minetest version)
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