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Posted: Wed Oct 02, 2013 19:30
by VanessaE
Got this error today:

15:30:56: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...test/.minetest/games/vanessae_game/mods/wield3d/init.lua:65: calling 'add_entity' on bad self (table expected, got nil)

Posted: Wed Oct 02, 2013 20:20
by stu
VanessaE wrote:Got this error today:

15:30:56: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...test/.minetest/games/vanessae_game/mods/wield3d/init.lua:65: calling 'add_entity' on bad self (table expected, got nil)
I have no idea why that can be, afaik minetest.env has not been removed yet although I should update this sometime soon.
My only guess is that it is in some way related to that damned entity dupe bug.

Sorry that I am unable to help.

Posted: Wed Oct 02, 2013 20:32
by VanessaE
In the meantime, I've had to remove this mod from my servers to prevent the crash. :-(

Possibly related: I still occasionally see my or someone else's wield item not attached to their hand, but rather attached to where that player spawned. E.g. if I'm holding a pick when I sign on, sometimes I will see a copy of that pick "embedded" into the ground where I spawned at.

Posted: Wed Oct 02, 2013 20:57
by stu
VanessaE wrote:In the meantime, I've had to remove this mod from my servers to prevent the crash. :-(

Possibly related: I still occasionally see my or someone else's wield item not attached to their hand, but rather attached to where that player spawned. E.g. if I'm holding a pick when I sign on, sometimes I will see a copy of that pick "embedded" into the ground where I spawned at.
I will make some updates to this mod and at least see if I can make it fail more gracefully. The other problem you mention is alomst certainly related to the entity bug, the mod itself is really quite simple. The magic (as it were) is all in the model.

In the meantime you could try using the current-git version of wieldview, though it doesn't look quite as good as wield3d, it does now have a 3d look and unlike the old version, supports any texture resolution.

Edit: Of course you would lose the split-limb effect character model using wieldview.

Posted: Wed Oct 02, 2013 21:45
by stu
Update, I just made a small commit that should hopefully prevent the crash. If you get a lot of logged attachment errors then you will need to increase the attachment delay time. I shall make this more easily configurable in a future update.

Posted: Thu Oct 03, 2013 00:00
by jojoa1997
VanessaE wrote:In the meantime, I've had to remove this mod from my servers to prevent the crash. :-(

Possibly related: I still occasionally see my or someone else's wield item not attached to their hand, but rather attached to where that player spawned. E.g. if I'm holding a pick when I sign on, sometimes I will see a copy of that pick "embedded" into the ground where I spawned at.
Also when the item in your hand changes the entity changes

Posted: Thu Oct 03, 2013 07:54
by VanessaE
Ok, I've updated and re-installed it.

Posted: Fri Oct 18, 2013 09:22
by Ikishida
again,how can you see yourself?

Posted: Fri Oct 18, 2013 09:54
by Topywo
Ikishida wrote:again,how can you see yourself?
Starting an extra game:
viewtopic.php?pid=114636#p114636

or

Using this mod:
viewtopic.php?id=7283

Posted: Wed Nov 06, 2013 21:11
by stu
Mod Updated, version 0.2.0

Pretty much a complete re-write that hopefully fixes the non-attachment issues that were reported by VanessaE.
Perhaps slightly less efficient code than before though it should now be much more robust.

Other changes include removing the wielded item bone from the model, wield entities now attach directly to the player armature.
This allows for custom bone positioning along with full 6d rotations.

VannesaE, If you are still interested, I have also updated the split-limb version of the model.

split_limb.zip

Posted: Thu Nov 07, 2013 00:21
by VanessaE
This update (with the split limb zip you linked to) crashes the server as soon as a player joins.

Backtrace, thanks to an engine patch by ShadowNinja:

19:49:20: ERROR[main]: ServerError: LuaError: /usr/local/share/minetest/builtin/vector.lua:5: Invalid vector
19:49:20: ERROR[main]: stack traceback:
19:49:20: ERROR[main]: [C]: in function 'assert'
19:49:20: ERROR[main]: /usr/local/share/minetest/builtin/vector.lua:5: in function 'assert_vector'
19:49:20: ERROR[main]: /usr/local/share/minetest/builtin/vector.lua:20: in function 'equals'
19:49:20: ERROR[main]: ...essa/.minetest/games/vanessae_game/mods/wield3d/init.lua:67: in function <...essa/.minetest/games/vanessae_game/mods/wield3d/init.lua:47>

Posted: Thu Nov 07, 2013 00:52
by VanessaE
Meanwhile, you should put the split limb code on github also, or add it to your wield3d mod in such a way that the server admin can simply set a config option somewhere to select the right model.

Posted: Thu Nov 07, 2013 21:07
by stu
VanessaE wrote:This update (with the split limb zip you linked to) crashes the server as soon as a player joins.

Backtrace, thanks to an engine patch by ShadowNinja:

19:49:20: ERROR[main]: ServerError: LuaError: /usr/local/share/minetest/builtin/vector.lua:5: Invalid vector
19:49:20: ERROR[main]: stack traceback:
19:49:20: ERROR[main]: [C]: in function 'assert'
19:49:20: ERROR[main]: /usr/local/share/minetest/builtin/vector.lua:5: in function 'assert_vector'
19:49:20: ERROR[main]: /usr/local/share/minetest/builtin/vector.lua:20: in function 'equals'
19:49:20: ERROR[main]: ...essa/.minetest/games/vanessae_game/mods/wield3d/init.lua:67: in function <...essa/.minetest/games/vanessae_game/mods/wield3d/init.lua:47>
That is very helpful, turned out I needed to update in order to reproduce that. The problem was my bad but would have gone un-noticed before the recent(ish) changes to builtin/vector.lua. Bug is now fixed.
VanessaE wrote:Meanwhile, you should put the split limb code on github also, or add it to your wield3d mod in such a way that the server admin can simply set a config option somewhere to select the right model.
I don't like the idea of including unnecessary character.x models due to their filesize, additionally I have realized that the bone attachment and positioning also require modification to get the best out of the split-limb model.

Instead I have created a split-limb branch on github with all the necessary changes made. I may regret this someday if I have to make further updates, it just seemed like the easiest way to go for now.

Thank you once again for all your support with this Vanessa.

Posted: Thu Nov 07, 2013 22:13
by VanessaE
Glad I could help :-)

Posted: Thu Nov 07, 2013 22:22
by VanessaE
That attempt to position the items differently for the split model does not work quite right. Um, oops? :-)

http://digitalaudioconcepts.com/vanessa ... s/oops.png

Posted: Thu Nov 07, 2013 22:52
by stu
VanessaE wrote:That attempt to position the items differently for the split model does not work quite right. Um, oops? :-)
oops indeed! :D

Should be fixed now, it was just a typo in the default bone name.

Sorry, I should have retested it before pushing.

Posted: Thu Nov 07, 2013 23:13
by VanessaE
Much better :)

Posted: Wed Dec 11, 2013 18:29
by TenPlus1
Great mod, should be included in MineTest itself :)

Posted: Wed Dec 11, 2013 19:18
by jojoa1997
TenPlus1 wrote:Great mod, should be included in MineTest itself :)
I say no because some other mods are incompatible and iirc this changes the player model.

Posted: Thu Dec 12, 2013 08:55
by Dopium
Personally i think it would make Minetest that little bit more complete, would be a nice feature if all mods were compatible.

Posted: Thu Dec 12, 2013 13:17
by jojoa1997
Does this change the player model?

Posted: Thu Dec 12, 2013 13:20
by Evergreen
jojoa1997 wrote:Does this change the player model?
Simply put, yes. It is not ready for default yet in its current state.

Posted: Thu Dec 12, 2013 16:42
by Inocudom
It's interesting to note that the player model with bending ankles and elbows is the default player model in Minetest Classic.

Posted: Fri Dec 13, 2013 21:41
by Johnyknowhow
I see, it is very glitchy, when I was playing with my bro he had a mese pickaxe, then he held dirt, and the item NEVER changed

Posted: Fri Dec 13, 2013 23:02
by stu
Johnyknowhow wrote:I see, it is very glitchy, when I was playing with my bro he had a mese pickaxe, then he held dirt, and the item NEVER changed
There is a deliberate delay (default 2 seconds) between checks for wielded item updates. That, copuled with gerneral server
latency is (most likely) the cause. I admit that it may seem a bit stange if you are playiing side-by-side.

However, if the wielded item is never changing then there is clearly a problem somewhere.