[Mod] Protector Redo [2.9] [protector]

freakedenough
Member
 
Posts: 12
Joined: Mon Mar 23, 2015 19:59

Re: [Mod] Protector Redo [0.7] [protector]

by freakedenough » Tue Mar 31, 2015 06:54

Ive tried it. But it wont work with bakedclay mod
viewtopic.php?id=8890

error:
[code][/-------------
Separator
-------------

Irrlicht log: Irrlicht Engine version 1.8.1
Irrlicht log: (Build 9200)
Irrlicht log: Using renderer: OpenGL 4.0.0
Irrlicht log: Intel(R) HD Graphics 4000: Intel
Irrlicht log: OpenGL driver version is 1.2 or better.
Irrlicht log: GLSL version: 4.0
Irrlicht log: Resizing window (800 600)
08:52:55: ERROR[main]: ========== ERROR FROM LUA ===========
08:52:56: ERROR[main]: Failed to load and run script from
08:52:56: ERROR[main]: C:\Users\Admin\Desktop\minetest-0.4.12\bin\..\games\minetest_game\mods\bakedclay\init.lua:
08:52:56: ERROR[main]: ...Desktop\minetest-0.4.12\bin\..\builtin\game\register.lua:60: Name stairs:stair_bakedclay_white does not follow naming conventions: "modname:" or ":" prefix required
08:52:56: ERROR[main]: stack traceback:
08:52:56: ERROR[main]: [C]: in function 'error'
08:52:56: ERROR[main]: ...Desktop\minetest-0.4.12\bin\..\builtin\game\register.lua:60: in function 'check_modname_prefix'
08:52:56: ERROR[main]: ...Desktop\minetest-0.4.12\bin\..\builtin\game\register.lua:96: in function 'register_item'
08:52:56: ERROR[main]: ...Desktop\minetest-0.4.12\bin\..\builtin\game\register.lua:161: in function 'register_node'
08:52:56: ERROR[main]: ...t-0.4.12\bin\..\games\minetest_game\mods\stairs\init.lua:5: in function 'register_stair'
08:52:56: ERROR[main]: ...t-0.4.12\bin\..\games\minetest_game\mods\stairs\init.lua:63: in function 'register_stair_and_slab'
08:52:56: ERROR[main]: ....4.12\bin\..\games\minetest_game\mods\bakedclay\init.lua:49: in main chunk
08:52:56: ERROR[main]: ======= END OF ERROR FROM LUA ========
08:52:56: ERROR[main]: Server: Failed to load and run C:\Users\Admin\Desktop\minetest-0.4.12\bin\..\games\minetest_game\mods\bakedclay\init.lua
08:52:56: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\Admin\Desktop\minetest-0.4.12\bin\..\games\minetest_game\mods\bakedclay\init.luacode]
 

User avatar
Evergreen
Member
 
Posts: 2135
Joined: Sun Jan 06, 2013 01:22
Location: A forest in the midwest
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

Re: [Mod] Protector Redo [0.7] [protector]

by Evergreen » Tue Mar 31, 2015 19:11

This error doesn't have anything to do with the protector mod, it appears the error is coming from a 'bakedclay' mod.
Back from the dead!
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [0.7] [protector]

by TenPlus1 » Tue Mar 31, 2015 20:59

Re-download the stairs_min.zip file and unpack stairs into mod folder, it should work fine this time around...
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [0.8] [protector]

by TenPlus1 » Wed Apr 01, 2015 10:17

Update: Protector Redo 0.8 released which now works with Minetest 0.4.12, will leave a download link below for 0.7 to run on previous minetest versions...
Attachments
protector_redo(0.7).zip
(14.51 KiB) Downloaded 51 times
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [0.9] [protector]

by TenPlus1 » Mon Apr 27, 2015 07:18

Quick notice: An overlap bug was fixed in the latest Protector Redo and I would advise anyone using this mod to install the latest version from the front page...
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [1.0] [protector]

by TenPlus1 » Wed May 27, 2015 14:59

Update to 1.0 - Only owner can remove protectors...
 

deadmenracing
New member
 
Posts: 3
Joined: Mon Sep 01, 2014 16:43

Re: [Mod] Protector Redo [1.0] [protector]

by deadmenracing » Sat Jun 06, 2015 16:16

Excellent mod, thank you! Is there an easy way (I'm not a programmer) to limit the number of protection blocks a player can put down? I'm seeing it overused a bit.
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Mon Jul 20, 2015 08:29

TenPlus1, do you can add turn-off (exclusion) protection for bones (bones:bones)? Because if player died at another's protection area he can't destroy his bones block and other players can't take his bones.
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Wed Jul 22, 2015 18:28

And second question. If i have gold pick i can go through protected walls because protected blocks slow back to it's place. Can i reduce time back to place of protected blocks?
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [1.0] [protector]

by TenPlus1 » Wed Jul 22, 2015 19:00

If digging protected areas are slow to return then lagg is to blame for that, the more lagg the longer the wait...
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Thu Jul 23, 2015 04:53

TenPlus1 wrote:If digging protected areas are slow to return then lagg is to blame for that, the more lagg the longer the wait...

There is no lags - i can walk through walls on all servers, for example on Xanadu or on my local server. All players can do this but they don't know about this. I can record video for you.
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [1.0] [protector]

by TenPlus1 » Thu Jul 23, 2015 19:43

I ran a test on my standalone server and the block re-appearing is fast enough to keep players out, although this all depends on lag time on server side as well as client side... I will however try to optimize the code so that it appears faster...
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Fri Jul 24, 2015 04:53

Try to make as on the video, if you will use a diamond pick and diamond axe it will be easy. But i can't go through still walls and obsidian walls (so i think it's not network lag). http://www.filedropper.com/throughwall It is local server on my pc.
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [1.0] [protector]

by TenPlus1 » Fri Jul 24, 2015 07:28

Ok, if this is in singleplayer mode then check your privs, you will have 'delprotect' priv which means you can bypass protection blocks... you cannot turn this OFF on standalone, it's always on unless you make a standalone server and connect via a separate minetest client to become a normal player...
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Fri Jul 24, 2015 10:46

TenPlus1 wrote:Ok, if this is in singleplayer mode then check your privs, you will have 'delprotect' priv which means you can bypass protection blocks... you cannot turn this OFF on standalone, it's always on unless you make a standalone server and connect via a separate minetest client to become a normal player...

It's multiplayer dedicated server mode - old copy of my [RU] Russian Ama server running on my pc. /privs interact shout spawn. I see how to do it players on other servers, on my server pvp is turn on, and player can't close by the killer in the house because killer (if he know about this) go through wall and kill. This is video from Xanadu on yellow spawn i recorded 10 minutes ago, you can take diamond pick or axe, go on wood or stone roof and repeat fall through. http://www.filedropper.com/xanadu
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [1.0] [protector]

by TenPlus1 » Fri Jul 24, 2015 11:07

amadin: what you show in your videos is normal protector behaviour, if you have delprotect you can remove blocks completely, if you dont then they will re-appear, sometimes slowly because of lag (even on standalone)...

Which other servers did you state had this problem ? I will sign on and check each one...
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Fri Jul 24, 2015 12:00

sometimes slowly because of lag (even on standalone)...

Not sometimes - always, even on local server, i tested with "protector", "protectod redo" and "protector" from lag01. But on mineCraft server i can't do that, because blocks re-appear very fast, and i can't go to indoor home and kill hiding there player, but in mineTest i can. I can do this an all top10 minetest servers, i can do that always ever since i started to play. It's not network lags because i can't go through obsidian walls but can througt stone, wood, glass etc.
Last edited by amadin on Fri Jul 24, 2015 12:13, edited 1 time in total.
 

Kilarin
Member
 
Posts: 778
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Protector Redo [1.0] [protector]

by Kilarin » Fri Jul 24, 2015 12:06

with the latest build of minetest, I seem to be experiencing lag in single player. Very odd...
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [1.0] [protector]

by TenPlus1 » Fri Jul 24, 2015 12:54

amadin: it all depends on which version of minetest the servers are running and which mods they use...

also, protector redo works fine for players even if their bones are in a protected area owned by someone else, you PUNCH the bones to get your stuff bag, not dig, so it works fine, although if someone else is trying to take items from old bones that aren't theirs then protection will come into effect, as it should...

kilarin: glad it's not just me, the game does seem to be getting slow in areas...
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Fri Jul 24, 2015 14:01

Many empty bones (without items) litter the spawn and do not vanish if all of them pull out, but i want to hide empty bones and not hide bones with items.
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [1.0] [protector]

by TenPlus1 » Fri Jul 24, 2015 14:05

and who owns spawn area ? they should be on server cleaning up errant blocks and keeping an eye on the server ?
 

Kilarin
Member
 
Posts: 778
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Protector Redo [1.0] [protector]

by Kilarin » Fri Jul 24, 2015 14:10

TenPlus1 wrote:game does seem to be getting slow in areas...

And not just slow, I mean removing blocks, then seeming them pop back into existence a few seconds later, then finally remove again. Like I was playing on a server and there was a lot of lag. VERY odd things going on with these last few weeks builds.
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Fri Jul 24, 2015 14:16

TenPlus1 wrote:and who owns spawn area ? they should be on server cleaning up errant blocks and keeping an eye on the server ?

Are you laugh, does somebody should round the clock in the game and remove the bones at a time?
deleted
I mean about dig bones with left mouse button on protected area - now they diggable only for area owner. They block exits from spawn, because only owners of protected area can dig bones on it.
 

User avatar
TenPlus1
Member
 
Posts: 2649
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [1.0] [protector]

by TenPlus1 » Fri Jul 24, 2015 15:28

Then it's up to the bones mod to allow players to take items from old bones, even inside protected areas, then when empty drop the bones as an item... This is the reason I done away with bones mod on Xanadu and have players drop items instead...
 

amadin
Member
 
Posts: 548
Joined: Tue Jun 16, 2015 16:23

Re: [Mod] Protector Redo [1.0] [protector]

by amadin » Fri Jul 24, 2015 15:29

So does if bone on protected area can't dig it is trouble of bones mod?
But i see in lag01 protector mod this:
Code: Select all
local old_node_dig = minetest.node_dig
function minetest.node_dig(pos, node, digger)
   local ok=true
   if node.name == "bones:bones" then
      ok=true
   else
      if node.name ~= protector.node then
         ok = protector.can_dig(3,pos,digger)
      else
         ok = protector.can_dig(3,pos,digger,true)
      end
   end
   if ok == true then
      old_node_dig(pos, node, digger)
   end
end

Does this can help for you mod?
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 4 guests