0.6 fixed server crash when a player leaves (thanks to Nubelite)
0.5 thanks to the trick from worldedit, no more lost light
0.4 added the "Lighting mese pickaxe". Just put a torch above a mese-pick
0.3 torch lights when wading through water / code cleanup / seems to be a problem in the minetest engine with the light update, sometimes the voxel based dynamic lighting stays although there is no light source
0.2 torch lights directly when selected / minor bugfixes
0.1 first release
Edit: added word "license" for sfan5s squealer-script
Last edited by Echo on Sat Feb 09, 2013 13:15, edited 1 time in total.
I tried the following 2 additions (line 36 and 38) and they worked too:
if is_air ~= nil and (is_air.name == "air" or is_air.name == "default:water_source" or is_air.name == "walking_light:light")then
-- print('set '..minetest.pos_to_string(ontop))
if (is_air.name == "air" or is_air.name == "default:water_source") then
I tried the following 2 additions (line 36 and 38) and they worked too:
if is_air ~= nil and (is_air.name == "air" or is_air.name == "default:water_source" or is_air.name == "walking_light:light")then
-- print('set '..minetest.pos_to_string(ontop))
if (is_air.name == "air" or is_air.name == "default:water_source") then
Thanks again :-)
Feel free to modify whatever you want. I suggest you invent a waterproofed burning torch ;-)
And make sure that you do not make air-holes in the water...
The problem with the "not removed" lighting is still there.
The lighting node is removed but the voxel based dynamic lighting isn't always updated properly. Seems to be a problem in the minetest engine (ok, minetest isn't made for this "dynamic" dynamic lighting).
The problem with the "not removed" lighting is still there.
The lighting node is removed but the voxel based dynamic lighting isn't always updated properly. Seems to be a problem in the minetest engine (ok, minetest isn't made for this "dynamic" dynamic lighting).
Anybody any idea?
I heard that in the latest WorldEdit, they had a lightfix command. You may want to see how they pulled it off.
Nubelite wrote:I ran into a small issue using this mod on my server. to resolve it i had to add
if player ~= nil then
above line 28. No more crashing for me now. lol
Nubelite wrote:Still getting the error and the server crashes
ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...t Server/bin/../mods/minetest/walking_light/init.lua:29: bad argument #2 to 'remove' (number expected, got userdata)
Thank you for your note. I was able to fix the bug. I totally misused the function table.remove, which is not visible in singleplayer. Also repaired that a leaving player could leave his light.
Just looking for your thoughts on this. I love this mod, but it breaks the water sounds in the immersive sounds mod because that checks what is at the users head, body and feet. If it's air, at the head, then the user could be treading water, if it's water, then gurgling bubbles. But when I have a torch in my hand, and use this mod, the logic is all screwed up. I was wondering if you could put the lightsource node just to the right of the user, this would be logical because they are holding the torch in their right hand. I don't check what is directly to the right of the player for the water logic. I don't know how difficult this would be to do in your mod, but it would take a lot of if then or logic in the immersive sounds mod, which I'd prefer not to get into if I don't have to.