[Mod] Firearms [0.2.0] [firearms]
- webdesigner97
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Wow! This is very cool!
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- kaeza
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You need latest git of Minetest. Use one of sfan5's, PilzAdam's, or BlockMen's builds if on Windows.Melkor wrote:I do not know what I did wrong...
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After trying out this mod, I found a bug. When you shoot at slabs of any material, the game crashes.
debug.txt gives this:
The same happens with every other gun, as well. Not only the m4.
Other stuff:
-Make the sniper rifle deal more damage. I had to give the sniper multiple pellets for it to be of any use. Before, it only did 2 hp damage.
-The sniper rifle also doesn't zoom when right clicked, it only reduces blacks out the surrounding view.
-Physical ammo is gone for some reason. I can't /give any, and just doing shift+left-click gives you ammo from nowhere.
-In the top post you say player damage is not implemented, but it is.
But, I've got to say, this is a very fun mod!
Edit: Testing done in 0.4.8 stable.
debug.txt gives this:
Code: Select all
10:18:53: ACTION[ServerThread]: Froggy uses firearms:m4, pointing at [nothing]
10:18:56: ACTION[ServerThread]: Froggy uses firearms:m4, pointing at [nothing]
10:18:58: ACTION[ServerThread]: Froggy leaves game. List of players:
10:18:58: ERROR[main]: ServerError: LuaError: ...timus/.minetest/mods/firearms/firearmslib/bullet.lua:46: bad argument #1 to 'unpack' (table expected, got number)
10:18:58: ERROR[main]: stack traceback:
10:18:58: ERROR[main]: [C]: in function 'unpack'
10:18:58: ERROR[main]: ...timus/.minetest/mods/firearms/firearmslib/bullet.lua:46: in function 'find_collision_point'
10:18:58: ERROR[main]: ...timus/.minetest/mods/firearms/firearmslib/bullet.lua:76: in function 'on_step'
10:18:58: ERROR[main]: ...minetest/mods/firearms/firearmslib/pureluaentity.lua:45: in function '__do_step'
10:18:58: ERROR[main]: ...minetest/mods/firearms/firearmslib/pureluaentity.lua:197: in function <...minetest/mods/firearms/firearmslib/pureluaentity.lua:194>
Other stuff:
-Make the sniper rifle deal more damage. I had to give the sniper multiple pellets for it to be of any use. Before, it only did 2 hp damage.
-The sniper rifle also doesn't zoom when right clicked, it only reduces blacks out the surrounding view.
-Physical ammo is gone for some reason. I can't /give any, and just doing shift+left-click gives you ammo from nowhere.
-In the top post you say player damage is not implemented, but it is.
But, I've got to say, this is a very fun mod!
Edit: Testing done in 0.4.8 stable.
Last edited by Froggy on Sat Dec 21, 2013 20:14, edited 1 time in total.
- kaeza
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Fixed, thanks for reporting. Re-download the mod.Froggy wrote:After trying out this mod, I found a bug. When you shoot at slabs of any material, the game crashes.
debug.txt gives this:
The same happens with every other gun, as well. Not only the m4.Code: Select all
-- snip --
I really need to implement proper damage calculation. Expect Something Soon™.Froggy wrote:Make the sniper rifle deal more damage. I had to give the sniper multiple pellets for it to be of any use. Before, it only did 2 hp damage.
The sniper rifle only works in single player. Multiplayer is only supported with a suitably patched engine. If you know how to compile Minetest yourself (or can get somebody to do it for you), the patch is in `firearmslib/util/player_setfov.patch'.Froggy wrote:The sniper rifle also doesn't zoom when right clicked, it only reduces blacks out the surrounding view.
This isn't implemented yet. Again, Expect Something Soon™.Froggy wrote:Physical ammo is gone for some reason. I can't /give any, and just doing shift+left-click gives you ammo from nowhere.
I forgot to update the post It is now fixed.Froggy wrote:In the top post you say player damage is not implemented, but it is.
Thank youFroggy wrote:But, I've got to say, this is a very fun mod!
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I redownloaded the mod and discovered another (very) big issue.
The slabs issue seems to be fixed, but I've got a new problem. I made a new world to test out the sniper rifle, and found that the zoom feature worked very nicely on singleplayer. I left the game shortly after, but then had a thought. I wondered what would happen if I left the game while still zoomed with the sniper. I entered the test world, zoomed, and left while still in zoomed mode. After re-entering again, I found that my FOV was stuck in zoom mode, but without the blacked out surrounding. Right clicking yeilded nothing.
Then, I went into an older world of mine, and found that I was zoomed there too. I proceeded to go to my minetest.conf and make "fov = 72". Upon entering the world again, I found that the fov didn't change at all. Looking at my minetest.conf, I saw that it changed to "fov = 18". It keeps reseting no matter what.
I decided to disregard that for the moment and go back to my original world (where the slabs issue occurred). Trying to enter gave me an init.lua error from firearmslib. When I remove the firearms mod from the world and entered, I was still in zoomed mode there too.
About the init.lua error, debug.txt says this:
I hope this helps.
The slabs issue seems to be fixed, but I've got a new problem. I made a new world to test out the sniper rifle, and found that the zoom feature worked very nicely on singleplayer. I left the game shortly after, but then had a thought. I wondered what would happen if I left the game while still zoomed with the sniper. I entered the test world, zoomed, and left while still in zoomed mode. After re-entering again, I found that my FOV was stuck in zoom mode, but without the blacked out surrounding. Right clicking yeilded nothing.
Then, I went into an older world of mine, and found that I was zoomed there too. I proceeded to go to my minetest.conf and make "fov = 72". Upon entering the world again, I found that the fov didn't change at all. Looking at my minetest.conf, I saw that it changed to "fov = 18". It keeps reseting no matter what.
I decided to disregard that for the moment and go back to my original world (where the slabs issue occurred). Trying to enter gave me an init.lua error from firearmslib. When I remove the firearms mod from the world and entered, I was still in zoomed mode there too.
About the init.lua error, debug.txt says this:
Code: Select all
21:40:26: ERROR[main]: ========== ERROR FROM LUA ===========
21:40:26: ERROR[main]: Failed to load and run script from
21:40:26: ERROR[main]: /home/optimus/.minetest/mods/firearms/firearmslib/init.lua:
21:40:26: ERROR[main]: ...minetest/mods/firearms/firearmslib/pureluaentity.lua:161: attempt to get length of local 't' (a nil value)
21:40:26: ERROR[main]: stack traceback:
21:40:26: ERROR[main]: ...minetest/mods/firearms/firearmslib/pureluaentity.lua:161: in function 'load'
21:40:26: ERROR[main]: ...minetest/mods/firearms/firearmslib/pureluaentity.lua:190: in main chunk
21:40:26: ERROR[main]: [C]: in function 'dofile'
21:40:26: ERROR[main]: ...optimus/.minetest/mods/firearms/firearmslib/init.lua:20: in main chunk
21:40:26: ERROR[main]: ======= END OF ERROR FROM LUA ========
21:40:26: ERROR[main]: Server: Failed to load and run /home/optimus/.minetest/mods/firearms/firearmslib/init.lua
21:40:26: ERROR[main]: ModError: Failed to load and run /home/optimus/.minetest/mods/firearms/firearmslib/init.lua
- LuxAtheris
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- kaeza
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Fixed, thanks for reporting. One caveat is if the server has an unexpected crash (as in, segmentation fault or something like that, not on Lua errors), the FOV may not be reset to the original value. Nothing can be done about this last issue, sorry.Froggy wrote:I wondered what would happen if I left the game while still zoomed with the sniper. I entered the test world, zoomed, and left while still in zoomed mode. After re-entering again, I found that my FOV was stuck in zoom mode, but without the blacked out surrounding. Right clicking yeilded nothing.
Be sure to edit `minetest.conf' while the game is *NOT* running; otherwise it overwrites the settings when you exit.Froggy wrote:Then, I went into an older world of mine, and found that I was zoomed there too. I proceeded to go to my minetest.conf and make "fov = 72". Upon entering the world again, I found that the fov didn't change at all. Looking at my minetest.conf, I saw that it changed to "fov = 18". It keeps reseting no matter what.
Hmm... try removing the `ple.list' file from the world directory.Froggy wrote:Trying to enter gave me an init.lua error from firearmslib. When I remove the firearms mod from the world and entered, I was still in zoomed mode there too.
About the init.lua error, debug.txt says this:
Code: Select all
-- snip --
See first post.LuxAtheris wrote:So what kind firearms are available?
Soon™AMMOnym wrote:can u make that firearms compatible with simple mobs pls?
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- LuxAtheris
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I did, indeed, edit minetest.conf with minetest not running. When I start the game, it immediately changes the FOV to what it was before, and disregards minetest.conf. Even completely removing the mod changed nothing. That's why I found this to be such a big problem.kaeza wrote:Be sure to edit `minetest.conf' while the game is *NOT* running; otherwise it overwrites the settings when you exit.Froggy wrote:Then, I went into an older world of mine, and found that I was zoomed there too. I proceeded to go to my minetest.conf and make "fov = 72". Upon entering the world again, I found that the fov didn't change at all. Looking at my minetest.conf, I saw that it changed to "fov = 18". It keeps reseting no matter what.
I tried again later to find that the sniper could zoom again. It zoomed even more, relative to the original zoom. I left while still zoomed to find that, when I re-entered, I was stuck in the even more zoomed mode! I checked minetest.conf, and it says "fov = 1.125"! But, I guess I was asking for it.
That did the trick! Thank you!kaeza wrote:Hmm... try removing the `ple.list' file from the world directory.Froggy wrote:Trying to enter gave me an init.lua error from firearmslib. When I remove the firearms mod from the world and entered, I was still in zoomed mode there too.
About the init.lua error, debug.txt says this:
Code: Select all
-- snip --
- kaeza
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Update!
Edit: Froggy, I cannot reproduce the zoom bug here, so I can't come up with a fix. Sorry.
Code: Select all
Some additions.
- Add real ammo.
- Fix most weapons having wrong ammo name.
- Number of pellets is now a property of bullets rather than
weapons.
- Add proper damage to players and objects.
Last edited by kaeza on Sun Dec 22, 2013 17:16, edited 1 time in total.
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The zoom bug occurred with the older version of the mod. Just zoom in singleplayer, then leave while still zoomed, and you'll be stuck like that forever. That's all I did, and I have no idea how to fix it. D:
Edit: I just realized that when I did the first experiment with the zooming, and leaving while still being zoomed, an FOV entry was automatically made at the bottom of minetest.conf. I didn't notice this, and added my own "fov = 72" in the middle. The second FOV entry was overriding the first, and that's why I was stuck in zoomed mode! All is fixed now. Sorry about the trouble.
Edit: I just realized that when I did the first experiment with the zooming, and leaving while still being zoomed, an FOV entry was automatically made at the bottom of minetest.conf. I didn't notice this, and added my own "fov = 72" in the middle. The second FOV entry was overriding the first, and that's why I was stuck in zoomed mode! All is fixed now. Sorry about the trouble.
Last edited by Froggy on Sun Dec 22, 2013 18:00, edited 1 time in total.
- kaeza
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First, don't type in ALL CAPS; it's like shouting and is considered rude.whoandwoo wrote:PLEASE TELL ME HOW THE HELL I INSTALL THIS MOD BECAUSE IT WONT FREKIN WORK FOR ME!!!!
Next, I have no magical mind reading powers, so you will have to help me by telling me what error you are encountering. Please follow the steps on this topic, but paste the error here instead of creating another topic.
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- Pitriss
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whoandwoo: If you don't stop shouting and being rude, nobody will want to help you. It is not matter how much angry you will be. So calm down and post here atleast error message that you get.
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I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.
I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.
Download the mod.whoandwoo wrote:PLEASE TELL ME HOW THE HELL I INSTALL THIS MOD BECAUSE IT WONT FREKIN WORK FOR ME!!!!
Unzip the file.
Rename the folder to "firearms".
Move the folder to your .../minetest/mods folder. Create it if necessary.
Create a new world (if necessary).
Highlight selected world and click the "Configure" button.
Highlight "firearms", and check off "enabled" at the upper portion of the menu.
Click "Save".
Click "Play".
Now, it should be enabled. Type "/mods" while in game and look if "firearms" is on the list. If so, then it works.
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- kaeza
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The itemstring is "firearms:m9", and the craft recipe is as follows:Azuna wrote:Craft recipes for .45 pistol?? or atleast item string
Code: Select all
Steel Ingot | Steel Ingot | Steel Ingot
- | - | Wood
Last edited by kaeza on Wed Jan 22, 2014 00:55, edited 1 time in total.
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kaeza wrote:webdesigner97 wrote:http://im.bilderkiste.org/5137682139802/bug.PNG
I'm using the 0.4.7 stable download and Minetest 0.4.7 stable.Please remove the firearms_destructive mod for now. I will look into it later.kbobdc3 wrote:I keep getting error messages
ERROR[main]: ServerError: LuaError: error running function 'on_step': ...est build\bin\..\mods\firearms\firearmslib/explosion.lua:39: attempt to index local 'bulletdef' (a nil value)
Awsome mod! I think the problem is that line 44 of explosion.lua should be:
Code: Select all
obj:set_hp(obj:get_hp() - damage);
Code: Select all
obj:set_hp(obj.entity:get_hp() - damage);
- JPRuehmann
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Re: [Mod] Firearms [0.2.0] [firearms]
Hello
Fine mod especialy the Huds and the amunition Idea to make them dependent of the weapon.
But I have one tiny problem.
After loading the first shoot did not do anything.
And a Question.
Are you working on reenable the destroying Weapons of the old Version?
Thanks,
JPR
Fine mod especialy the Huds and the amunition Idea to make them dependent of the weapon.
But I have one tiny problem.
After loading the first shoot did not do anything.
And a Question.
Are you working on reenable the destroying Weapons of the old Version?
Thanks,
JPR
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Re: [Mod] Firearms [0.2.0] [firearms]
No craft receipt for ammo?
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