[MOD] Portal [Testing]

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Hackeridze
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by Hackeridze » Sun Jan 15, 2012 10:55

Fix: for now the activated portal's blocks are not diggable, so you should deactivate portal before removing.
My game: RTMG
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Hackeridze
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sdzen
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by sdzen » Sun Jan 15, 2012 13:31

Image
build this and you get shot into the void on entry :)
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malheureusement mon français n'est pas bon :<
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Nemo08
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by Nemo08 » Sun Jan 15, 2012 13:36

I said earlier that the portals have not yet check how they are installed and remove nodes at the installation site )))
Last edited by Nemo08 on Sun Jan 15, 2012 13:37, edited 1 time in total.
 

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Hackeridze
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by Hackeridze » Sun Jan 15, 2012 13:45

Nemo08 Where you are for now?
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Baŝto
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by Baŝto » Sun Jan 15, 2012 14:29

translate.google.com wrote:
Hackeridze wrote:...
Пажди мы парталы падпилим, патом пасмотриш скажиш.

Pazhdi we partaly padpilim, pasmotrish skazhish stalemate.

WTF!?
 

Nemo08
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by Nemo08 » Sun Jan 15, 2012 15:06

its uigur language!
Baŝto wrote:
translate.google.com wrote:
Hackeridze wrote:...
Пажди мы парталы падпилим, патом пасмотриш скажиш.

Pazhdi we partaly padpilim, pasmotrish skazhish stalemate.

WTF!?

He mean: Wait, we do portals, then take a look.
 

Baŝto
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by Baŝto » Sun Jan 15, 2012 15:53

Nemo08 wrote:its uigur language!
Baŝto wrote:
translate.google.com wrote:Pazhdi we partaly padpilim, pasmotrish skazhish stalemate.

WTF!?

He mean: Wait, we do portals, then take a look.

ah ... k ... thx ^^
 

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cisoun
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by cisoun » Sun Jan 15, 2012 18:49

'sup!

Just FYI: you should take a look at Jachoo's fork which provides portals (with acceleration support like Portal). Should be inspiring.
Not here for a while due to some troubles between my graphic card and Minetest.
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Hackeridze
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by Hackeridze » Mon Jan 16, 2012 15:56

cisoun wrote:'sup!

Just FYI: you should take a look at Jachoo's fork which provides portals (with acceleration support like Portal). Should be inspiring.

Why?
My game: RTMG
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dannydark
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by dannydark » Tue Jan 17, 2012 20:34

Nice ^_^ works great, would be nice to see support for linking portals (i.e. so p1 can only got to p2 because its linked) and also automated tp so when a player stands on the portal it will tp them without having to use commands?

I like the idea of commands as you dont have to be at a portal base to goto another one but If lots of portals are added trying to keep track of which one is which (i.e. names for the command) might get a bit much.
 

sebseb01
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by sebseb01 » Tue Feb 28, 2012 13:57

I have patch your code for not have need to stand on the middle stone.
It's probably not better way, but it's my first lines in LUA.

I have modified (check_activated_portal_integrity), and add a function (split)

Code: Select all
function split(str,sep)
        local ret={}
        local i=1
        repeat
                --skip the separator repeated at the begining of search
                while str:find(sep,i,true)==i do i=i+sep:len() end
                --end it if we reached the end of the string
                if i>=str:len() then break end

                startPos=i
                endPos=str:find(sep,i,true)
                if endPos then
                        element=str:sub(startPos,endPos-1)
                        i=endPos
                else
                        element=str:sub(startPos)
                end
                table.insert(ret,element)
        until endPos==nil
        return ret
end

check_activated_portal_integrity = function(pos)
        block = split(minetest.env:get_node({x = pos.x,y = pos.y-0.2,z = pos.z}).name, "_")
        if block[1]~="portal:baph" then return false; end
        -- poc = pos corrected
        poc = {z = pos.z+(((math.floor((math.floor(block[2])-1)/3))-1)*-1),y=pos.y,x = pos.x+((math.mod((math.floor(block[2])-1),3)-1)*-1)} 
        local co = 1
        for i=-1,1 do 
                for j=-1,1 do   
                        p = {x = poc.x+j,y = poc.y-0.2,z = poc.z+i}
                        if minetest.env:get_node(p).name~="portal:baph_" .. co .. "_act" then return false; end
                        co = co +1
                end
        end
        return true
end


Thanks
 

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sdzen
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by sdzen » Thu Mar 01, 2012 12:21

i cant use this mod it crashes my client
[h]Zen S.D.[/h] The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno
 

Nemo08
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by Nemo08 » Thu Mar 01, 2012 15:14

portals dont updated
 

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sdzen
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by sdzen » Thu Mar 01, 2012 15:52

even in the rmmtp pack its says its updated but kills me each time
[h]Zen S.D.[/h] The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno
 

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jordan4ibanez
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by jordan4ibanez » Wed Mar 07, 2012 04:05

Update this please
I've been gone for a long time
 

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Death Dealer
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by Death Dealer » Wed Mar 07, 2012 04:08

cisoun wrote:'sup!

Just FYI: you should take a look at Jachoo's fork which provides portals (with acceleration support like Portal). Should be inspiring.

its great right??:D love jachoo's server:D
Keep calm and code python^_^
 

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