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Re: LINUXWORKS MINETEST SERVER

Do it if you can't recover the database. I can help with the subway...
Have you tried launching a copy of the map with ignore_world_load_errors?
by orwell
Fri Mar 10, 2017 14:48
 
Forum: Minetest Servers
Topic: LINUXWORKS MINETEST SERVER
Replies: 41
Views: 10738

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

Ok, schade. I have redone the rail models, they have the power lines integrated now. For the masts, I will use mbb's model and some code from the cabels.lua you wrote. I think that's ok for you. I don't want many different types of trains in the core modpack, but rather let the community (you) do mo...
by orwell
Thu Mar 09, 2017 21:04
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: LINUXWORKS MINETEST SERVER

gpcf wrote:Server is down now. I don't know what causes this, but it's neither advtrains nor technic.

That's good to hear :]
by orwell
Thu Mar 09, 2017 12:28
 
Forum: Minetest Servers
Topic: LINUXWORKS MINETEST SERVER
Replies: 41
Views: 10738

Re: Post your modding questions here

What I've tried now: - Copy the required object to a new blender file - add 2 materials into two slots and assign the right materials to faces - selected a dummy color grid and a dummy uv grid as textures, one for each material slot - assigned the texture to the faces by selecting the uvs and swappi...
by orwell
Thu Mar 09, 2017 09:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

Spent 5 hours redoing the rail models, but ran into a problem with the slopes and multiple textures for a mesh (see modding questions thread). If I can resolve it tomorrow, there's still some work to be done to get the powerlines to work, then I will release a new version. This new version then incl...
by orwell
Wed Mar 08, 2017 22:52
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: Post your modding questions here

@TumeniNodes, I just overflew your code, but did you set walkable=true for the upper node? I think not... If a node is not walkable, nothing will collide with it, independent of if a collision box is set. EDIT: probably not of interest for the problem (raised drawbridge...), but indeed, it's not wal...
by orwell
Wed Mar 08, 2017 22:41
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

So, detector rails rotate after a train rolls over them? I have no idea...
Lighting bugs are a concern of the engine, I can't do much about it...
by orwell
Sat Mar 04, 2017 09:51
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

[Mod] Incredible Maze Generator [incrediblemaze]

This mod is a maze generator I started this to implement a maze generation algorithm that I use when I draw mazes on paper. The result is not exactly this algorithm since computers are apparently too dumb for it, but it's worth to be shared anyway. Things you need to know about the mazes: - Start a...
by orwell
Wed Mar 01, 2017 20:38
 
Forum: Mod Releases
Topic: [Mod] Incredible Maze Generator [incrediblemaze]
Replies: 6
Views: 2145

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

i made a first test of traincabels: https://forum.minetest.net/download/file.php?mode=view&id=9280&sid=ba3f9d7c17a8fb2eb1a1402cdb58512a i want to make them with the tracks api but i don´t understandt it @orwell can you help me with the understanding? Of course. Nice models. However I though...
by orwell
Tue Feb 28, 2017 21:34
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: LINUXWORKS MINETEST SERVER

orwell wrote:Can you please create an overview map with the python mapper (in util directory)?

I don't mean a subway map but a world map. That subway map is nice.
by orwell
Tue Feb 28, 2017 15:46
 
Forum: Minetest Servers
Topic: LINUXWORKS MINETEST SERVER
Replies: 41
Views: 10738

Re: LINUXWORKS MINETEST SERVER

Can you please create an overview map with the python mapper (in util directory)?
by orwell
Mon Feb 27, 2017 20:19
 
Forum: Minetest Servers
Topic: LINUXWORKS MINETEST SERVER
Replies: 41
Views: 10738

Re: Post your modding questions here

Replacements in crafting recipe definition. Look in lua_api.txt
by orwell
Sat Feb 25, 2017 17:44
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

Sneak and your use key, and hold it down for some time.
Or hold sneak and right-click.
The manual is a bit outdated.
by orwell
Sat Feb 25, 2017 17:41
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: Post your modding questions here

The rotation of a node is stored in 'param2'
local node=minetest.get_node(pos)
local param2=node.param2
--set node
minetest.set_node(pos, {name="whatever", param2=param2})
by orwell
Sat Feb 25, 2017 11:50
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: [MAP] Karsthafen Subway

Thx for the compliment
by orwell
Thu Feb 23, 2017 21:15
 
Forum: Minetest Maps
Topic: [MAP] Karsthafen Subway
Replies: 12
Views: 5805

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

Is this a reference to the knockback thread?
If not, please tell me what makes you think so :)
by orwell
Thu Feb 23, 2017 21:15
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

1.6.7
Fixed getting on by walking in on high platforms
Fixed collisions
Fixed placing rails on non-solid nodes
by orwell
Tue Feb 21, 2017 10:42
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: Post your modding questions here

AFAIK, the root bone of any object is called "" (empty string)
by orwell
Tue Feb 21, 2017 09:24
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: [Mod] Item sell/buy system / banking (for servers) [econ

I have not been working on this mod for a long time. There are some other alternatives around which can keep up to and are better than my mod in some aspects, some are worse. I also won't continue developing this except if you have revolutionary ideas. Player vending machines can be used as infinite...
by orwell
Mon Feb 20, 2017 19:17
 
Forum: Mod Releases
Topic: [Mod] Item sell/buy system / banking (for servers) [economy]
Replies: 19
Views: 10894

Re: [Mod] Advanced Trains [advtrains] [1.6.6]

1.6.6
- fixed warning about playersbypts
- fixed crash above
- fixed mesecon switch operation
- correct dependency for luaautomation on mesecon_switch instead of mesecon.
by orwell
Mon Feb 20, 2017 10:36
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: [Mod] Advanced Trains [advtrains] [1.6.4]

Encountered a show-stopping bug: A player experimented with the atc stuff, now the server crashes on startup: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'advtrains' in callback environment_Step(): ...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:43: atte...
by orwell
Sun Feb 19, 2017 19:31
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: [Mod] Advanced Trains [advtrains] [1.6.4]

We've discovered an issue with the mod: The overwrites in advtrains/advtrains_luaautomation/p_mesecon_iface.lua cause a) two switches to appear in creative inventory (not a biggie), b) all switches cannot hold their state any more. After about 2-10 seconds, they switch back to their old state. I fi...
by orwell
Sun Feb 19, 2017 19:21
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: Trumpland minetest server

Fedora24 wrote:the advtrains works now but there is an undeclared global variable "playersbypts" at trainlogic.lua:78 if that helps any.

Apparently you read my mail.
That warning is not dangerous, just an unused parameter that gets ignored anyway.
by orwell
Thu Feb 16, 2017 07:40
 
Forum: Minetest Servers
Topic: Trumpland minetest server
Replies: 36
Views: 6552

Re: Trumpland minetest server

That issue you explained with advtrains is now fixed.
by orwell
Wed Feb 15, 2017 18:51
 
Forum: Minetest Servers
Topic: Trumpland minetest server
Replies: 36
Views: 6552

Re: [Mod] Advanced Trains [advtrains] [1.6.5]

I won't fix this 'feature' in near future since some early automations still use it to pass wrong switches.
However 1.6.5 Bugfix
Just that crash #34
by orwell
Wed Feb 15, 2017 18:49
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 120068

Re: Post your modding questions here

GreenDimond wrote:Is that not the code I currently have?
We could talk about this in IRC if you like (#minetest).

No not exactly. The .name went elsewhere. IRC not today.
by orwell
Tue Feb 14, 2017 18:47
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: Post your modding questions here

I guess you get an error "attempt to index a string" Your local var "node" is misleading, since it's a node name and not a node table representation. local node=minetest.get_node(pos) If node.name=="whatever" then mt.set_node(pos, {name="whatever", param2=node...
by orwell
Tue Feb 14, 2017 18:28
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: Post your modding questions here

Everything inside {} is a table definition. Statements like key=value, declare a new table entry. So, if you define replace_model inside the {}, they become a member of the definition table. You can't access values of a table from functions defined in that table unless you can reference the whole ta...
by orwell
Tue Feb 14, 2017 16:57
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: Post your modding questions here

I have a maths related question. I can make an entity rotate so that it matches the player's yaw. Now I'm trying to make the entity 'catch-up' to the player's yaw. There's a problem with this though. When the player's yaw crosses 0/2pi the difference between the player's yaw and the entity's yaw ma...
by orwell
Tue Feb 14, 2017 13:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272
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