Wuzzy wrote:I just joined this server and this is how it looks like to me:
The HUD is broken and the screen is just black. Did I spawn in the ground or something? :-/
PS: I spawned in (0, 0, 0).
Wuzzy wrote:I just joined this server and this is how it looks like to me:
The HUD is broken and the screen is just black. Did I spawn in the ground or something? :-/
PS: I spawned in (0, 0, 0).
Wuzzy wrote:Lol, I have basically become immortal. I have obtained a full suit of diamond armor. A steel sword does no damage at all to me.
And I keep all armor over the rounds.
I guess this makes the game far too easy.
I also noticed you can keep items in your crafting grid as well.
I also managed to escape the glass barrier by simply digging the dirt below it and walk through. But I somehow got trapped when I got to the other side; I was unabled to dig further and glass appeared behind me.
Wuzzy wrote:Lol, I have basically become immortal. I have obtained a full suit of diamond armor. A steel sword does no damage at all to me.
And I keep all armor over the rounds.
I guess this makes the game far too easy.
I also noticed you can keep items in your crafting grid as well.
I also managed to escape the glass barrier by simply digging the dirt below it and walk through. But I somehow got trapped when I got to the other side; I was unabled to dig further and glass appeared behind me.
horse_lover wrote:Is this server on the server list website? I can't seem to find it... Even though it's right here, I've been suggesting this server to others but they can't find it on the server list
programmingchicken wrote:The winner of a round seems to drop his/her items sometimes, but I think the winner should die, drop all items, and get on a podium somewhere in the lobby. (all items in chests and on ground should be destroyed, and the map should be rebuilt based off an original copy somewhere close to the arena) Also, if you join the server during a match, you don't get fly and fast. :P Bugs everywhere: You can just relog if you are getting attacked and save your items, also you should take away the /vote option, it just bores everyone. Hungry games chests can be removed. All in all, it just needs some work. My final recommendation is that everyone loses their items on login. (and random maps!)
programmingchicken wrote:#gamerdude+bethlizzard+seed=WINNAZ
Wuzzy wrote:Programmingchicken sums it up pretty well. This game/server is buggy as hell.
- When you log out, you keep all your items, you should drop everything, as programmingchicken said. That way, you can't just chicken out when you are about to lose; logging out is equivalent to losing
- I still sometimes spawn in (0,0,0)
- The game seems to be stuck if one of the last 2 contestants just leaves the game by i.e. timing out
- Sometimes even if all but one players have been killed, the game gets stuck and won't continue to the next round. :-(
I also agree with that /vote thing but I think this complaint should go into the subgame thread: viewtopic.php?pid=66383
programmingchicken wrote:The winner of a round seems to drop his/her items sometimes, but I think the winner should die, drop all items, and get on a podium somewhere in the lobby. (all items in chests and on ground should be destroyed, and the map should be rebuilt based off an original copy somewhere close to the arena) Also, if you join the server during a match, you don't get fly and fast. :P Bugs everywhere: You can just relog if you are getting attacked and save your items, also you should take away the /vote option, it just bores everyone. Hungry games chests can be removed. All in all, it just needs some work. My final recommendation is that everyone loses their items on login. (and random maps!) TIP FOR NEWBS: get some armor from the chests, then mine trees, make the tree into wooden planks, then make a sky base. (lol, sorry guys who were annoyed with me for doing this) #gamerdude+bethlizzard+seed=WINNAZ
minetest.register_on_joinplayer(function(player)
local player_inv = player:get_inventory()
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
end)
minetest.register_on_leaveplayer(function(player)
local player_inv = player:get_inventory()
local pos = player:getpos()
for i=1,player_inv:get_size("main") do
minetest.add_item(pos, player_inv:get_stack("main", i))
end
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
end)
programmingchicken wrote:I've made a potential lobby for it, but I *might* make an arena not meant for editing. Anyways, the lobby requires no mods (but I recommend some sort of mod that shows sign text on the sign) and has a parkour course and billboard, along with a small tower. All handmade by meh. Hope you use this! (lol, only if you make a whole new world starting with this you can use it) I made this because the lobby in the regular game isn't really meant for viewing, it's more for waiting until the next game. (maybe a big glass ceiling for viewing?)
Wuzzy wrote:I have worked on the HUD recently and I have included the HUD bars mod and changed the mods so they use HUD bars instead. I will (hopefully) file a PR soon.
The sticks are not useless, together with iron bars, wood or stones you can craft swords. It seems you can not dig in the server, but wood and stones spawn in chests, I guess their only purpose is for crafting.
Edit: PR is here: https://github.com/GunshipPenguin/hungry_games/pull/1
Edit 2: GunshipPenguin, you should look on the server map. It is currently completely messed up thanks to too many lava and water buckets. Even the lobby and starting area are affected.
Wuzzy wrote:Recently, the server seems to frequently randomly shut down shortly before a new game start (countdown starts at 10, then server shuts down; sometimes it also stops at 1), but is quick up again.
horse_lover wrote:Just wondering, has this server been down recently? I can't get into the server. Hope everything's OK!
OldCoder wrote:
I've set up another Hungry Games world; the topic is at this link:
https://forum.minetest.net/viewtopic.php?f=10&t=12222
I have two related questions:
1. The copy of 3d_armor used by the Hungry Games modpack seems to conflict with the standard wieldview mod. But I'm told that the Gunship Penguin server includes a working copy of wieldview that's not in the core modpack. There are other conflicts of this type.
Would a ZIP file containing the full set of mods used by the Gunship Penguin server be available to another server host?
2. I'd like to get the minetest.conf settings required by the world correct. Would a copy of the minetest.conf file used by the Gunship Penguin server be available as well?
I'll be happy to offer a bug fix for the base mod that I made tonight in exchange for the time needed to prepare these items. The bug fix should reduce crashes and incorrect spawning.
# This file is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example".
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# Further documentation:
# http://wiki.minetest.net/
# NOTE: This file might not be up-to-date, refer to the
# defaultsettings.cpp file for an up-to-date list:
# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
# A vim command to convert most of defaultsettings.cpp to conf file format:
# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
# Note: Some of the settings are implemented in Lua.
#
# Client and server
#
# Name of player, on a server this is the main admin
name = GunshipPenguin
#
# Client stuff
#
# Port to connect to (UDP)
#remote_port =
# Key mappings.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I
# Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_screenshot = KEY_F12
# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
# Double-tapping the jump key toggles fly mode
#doubletap_jump = false
# If false aux1 is used to fly fast
#always_fly_fast = true
# Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR
# If set to true, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes.
#enable_build_where_you_stand = false
# Minimum FPS.
# The amount of rendered stuff is dynamically set according to this.
#wanted_fps = 30
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
#fps_max = 60
# Maximum FPS when game is paused
#pause_fps_max = 20
# The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
# Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
#fsaa = 0
#vsync = false
# Field of view in degrees
#fov = 72
# Address to connect to (#blank = start local server)
#address =
# Enable random user input, for testing
#random_input = false
# Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
# Whether to fog out the end of the visible area
#enable_fog = true
# Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
# Max liquids processed per step
#liquid_loop_max = 100000
# The time (in seconds) that the liquids queue may grow beyond processing
# capacity until an attempt is made to decrease its size by dumping old queue
# items. A value of 0 disables the functionality.
#liquid_queue_purge_time = 0
# Liquid update interval in seconds
#liquid_update = 1.0
# Enable transparent leaf textures, disable for speed
#new_style_leaves = true
# Connects glass if supported by node
#connected_glass = false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
#smooth_lighting = true
# Adjust the gamma encoding for the light tables. Valid values are in the range
# 1.1 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
# client only and is ignored by the server
#display_gamma = 1.8
# Path to texture directory. All textures are first searched from here.
#texture_path =
# Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl
# Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
# Continuous forward movement (for testing)
#continuous_forward = false
# Fast movement (keymap_special1)
#fast_move = false
# Invert mouse
#invert_mouse = false
# Enable/disable clouds
#enable_clouds = true
#cloud_height = 120
#enable_3d_clouds = true
# Use a cloud animation for the main menu background
#menu_clouds = true
# Path for screenshots
#screenshot_path =
# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0
# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
# 3d support.
# Currently:
# "none" = no 3d output.
# "anaglyph" = cyan/magenta color 3d.
# "interlaced" = odd/even line based polarisation screen support.
# "topbottom" = split screen top/bottom.
# "sidebyside" = split screen side by side.
#3d_mode = none
#3d_parallax_strength = 0.025
# In-game chat console background color (R,G,B)
#console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
# Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
# Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
# Scale gui by a user specified value
#gui_scaling = 1.0
# Sensitivity multiplier
#mouse_sensitivity = 0.2
# Sound settings
#enable_sound = true
#sound_volume = 0.7
# Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true
# Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
#hud_hotbar_max_width = 1.0
# Save the map received by the client on disk
#enable_local_map_saving = false
# Enable selection highlighting for nodes (disables selectionbox)
#enable_node_highlighting = false
# Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false
# Set to true to pre-generate all item visuals
#preload_item_visuals = false
# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
#generate_normalmaps = false
# Set to true enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping enabled.
#normalmaps_strength = 0.6
# Strength of generated normalmaps
#normalmaps_smooth = 1
# Defines sampling step of texture (0 - 2).
# A higher value results in smoother normal maps.
#enable_parallax_occlusion = false
# Scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
# Bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04
# Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
# Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0
# Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false
# Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false
# Enables caching of facedir rotated meshes
#ambient_occlusion_gamma = 2.2
# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
#enable_mesh_cache = true
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button.
#repeat_rightclick_time = 0.25
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true
# Delay showing tooltips, stated in milliseconds
#tooltip_show_delay = 400
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
#screen_dpi = 72
# Default timeout for cURL, stated in milliseconds.
# Only has an effect if compiled with cURL.
#curl_timeout = 5000
# Limits number of parallel HTTP requests. Affects:
# Media fetch if server uses remote_media setting.
# Serverlist download and server announcement.
# Downloads performed by main menu (e.g. mod manager).
# Only has an effect if compiled with cURL.
#curl_parallel_limit = 8
# Maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000
# Enable usage of remote media server (if provided by server)
#enable_remote_media_server = true
# Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net
# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt
# Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true
# Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
#font_size = 15
# Font shadow offset, if 0 then shadow will not be drawn
#font_shadow = 1
# Font shadow alpha (opaqueness, between 0 and 255)
#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 15
# This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 15
#fallback_font_shadow = 1
#fallback_font_shadow_alpha = 128
# Override language. When no value is provided (default) system language is used.
# Check "locale" directory for the list of available translations.
#language =
#main_menu_script =
#main_menu_game_mgr = 0
#main_menu_mod_mgr = 1
#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
#high_precision_fpu = true
#
# Server stuff
#
# Network port to listen (UDP)
port = 30001
# Bind address
#bind_address =
# Name of server
server_name = GunshipPenguin's Hunger Games Server
# Description of server
server_description = Hunger Games Server, Come Fight With Us
# Domain name of server
server_address = minetest.gunshippenguin.com
# Homepage of server
server_url = http://minetest.net
# Automaticaly report to masterserver
server_announce = 1
# Announce to this masterserver.
# If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
serverlist_url = servers.minetest.net
# Default game (default when creating a new world)
default_game = hungry_games
# World directory (everything in the world is stored here)
map-dir = ../worlds/world
# Message of the Day
motd = Welcome to GunshipPenguin's hunger games server! see the signs in the lobby for information on how to play.
# Maximum number of players connected simultaneously
max_users = 20
# Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
# Time in seconds for item entity to live. Default value: 900s.
# Setting it to -1 disables the feature.
#item_entity_ttl = 900
# Set to true to enable creative mode (unlimited inventory)
#creative_mode = false
# Enable players getting damage and dying
#enable_damage = false
# A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
# Gives some stuff to players at the beginning
#give_initial_stuff = false
# New users need to input this password
#default_password =
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
#default_privs = interact, shout
# Whether players are shown to clients without any range limit.
# Deprecated, use the setting player_transfer_distance instead.
#unlimited_player_transfer_distance = true
# Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0
# Whether to enable players killing each other
#enable_pvp = true
# If this is set, players will always (re)spawn at the given position
static_spawnpoint = -62.0, 65.0, 27.0
# If true, new players cannot join with an empty password
#disallow_empty_password = false
# If true, disable cheat prevention in multiplayer
disable_anticheat = true
# If true, actions are recorded for rollback
# This option is only read when server starts
#enable_rollback_recording = false
# Handling for deprecated lua api calls:
# "legacy" = (try to) mimic old behaviour (default for release).
# "log" = mimic and log backtrace of deprecated call (default for debug).
# "error" = abort on usage of deprecated call (suggested for mod developers).
#deprecated_lua_api_handling = legacy
# Mod profiler
#mod_profiling = false
# Detailed mod profile data
#detailed_profiling = false
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
# From how far client knows about objects
#active_object_send_range_blocks = 3
# How large area of blocks are subject to the active block stuff.
# Active = objects are loaded and ABMs run.
#active_block_range = 2
# How many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10
# How many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40
# From how far blocks are sent to clients, stated in mapblocks (16 nodes)
#max_block_send_distance = 10
# From how far blocks are generated for clients, stated in mapblocks (16 nodes)
#max_block_generate_distance = 6
# Number of extra blocks that can be loaded by /clearobjects at once.
# This is a trade-off between sqlite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb).
#max_clearobjects_extra_loaded_blocks = 4096
# Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16
# Interval of sending time of day to clients
#time_send_interval = 5
# Controls length of day/night cycle.
# 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
#time_speed = 72
# Length of year in days for seasons change.
# With default time_speed 365 days = 5 real days for year, 30 days = 10 real hours.
#year_days = 30
#server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block
#max_objects_per_block = 49
# Interval of saving important changes in the world, stated in seconds
#server_map_save_interval = 5.3
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0
# Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
# Specifies URL from which client fetches media instead of using UDP.
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash).
# Files that are not present would be fetched the usual way.
#remote_media =
# Level of logging to be written to debug.txt:
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
#debug_log_level = 2
# Maximum number of blocks that can be queued for loading
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly = 32
# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32
# Number of emerge threads to use. Make this field blank, or increase this number
# to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
# at the cost of slightly buggy caves.
#num_emerge_threads = 1
# Maximum number of packets sent per send step, if you have a slow connection
# try reducing it, but don't reduce it to a number below double of targeted
# client number.
#max_packets_per_iteration = 1024
# Enable/disable IPv6
#enable_ipv6 = true
# Enable/disable running an IPv6 server. An IPv6 server may be restricted
# to IPv6 clients, depending on system configuration.
# Ignored if bind_address is set.
#ipv6_server = false
#
# Physics stuff
#
#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
movement_speed_walk = 5
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81
#
# Mapgen stuff
#
# Name of map generator to be used. Currently supported: v5, v6, v7, singlenode.
#mg_name = v6
# Water surface level of map
#water_level = 1
# Size of chunks to be generated, stated in mapblocks (16 nodes)
#chunksize = 5
# Global map generation attributes. Currently supported: trees, caves, flat, dungeons, light.
# Flags that are not specified in the flag string are not modified from the default.
# To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
#mg_flags = trees, caves
# Map generation attributes specific to Mapgen V6.
# Currently supported: biomeblend, jungles, mudflow.
#mgv6_spflags = biomeblend, jungles, mudflow
# Controls size of deserts and beaches in Mapgen V6
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
# Perlin noise attributes for different map generation parameters.
# Noise parameters can be specified as a set of positional values:
# Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
# Or the new group format can be used instead:
#mgv6_np_terrain_base = {
# offset = -4
# scale = 20
# spread = (250, 250, 250)
# seed = 82341
# octaves = 5
# persistence = 0.6
# lacunarity = 2.0
# flags = "defaults"
#}
# Only the group format supports noise flags which are needed for eased noise.
# Mgv5 uses eased noise for np_cave1, np_cave2, np_ground and np_crumble, so these are shown in
# group format, other noise parameters are shown in positional format to save space.
#mgv5_spflags = blobs
#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
#mgv5_np_cave1 = {
# offset = 0
# scale = 6
# spread = (50, 50, 50)
# seed = 52534
# octaves = 4
# persistence = 0.5
# lacunarity = 2.0
# flags = "eased"
#}
#mgv5_np_cave2 = {
# offset = 0
# scale = 6
# spread = (50, 50, 50)
# seed = 10325
# octaves = 4
# persistence = 0.5
# lacunarity = 2.0
# flags = "eased"
#}
#mgv5_np_ground = {
# offset = 0
# scale = 40
# spread = (80, 80, 80)
# seed = 983240
# octaves = 4
# persistence = 0.55
# lacunarity = 2.0
# flags = "eased"
#}
#mgv5_np_crumble = {
# offset = 0
# scale = 1
# spread = (20, 20, 20)
# seed = 34413
# octaves = 3
# persistence = 1.3
# lacunarity = 2.0
# flags = "eased"
#}
#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1, 2.0
#mgv6_spflags = biomeblend, jungles, mudflow
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 2.0
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66, 2.0
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0
#mgv7_spflags = mountains, ridges
#mgv7_np_terrain_base = 4, 70, (300, 300, 300), 82341, 6, 0.7, 2.0
#mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
#mgv7_np_terrain_persist = 0.6, 0.1, (500, 500, 500), 539, 3, 0.6, 2.0
#mgv7_np_height_select = -0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv7_np_mount_height = 100, 30, (500, 500, 500), 72449, 4, 0.6, 2.0
#mgv7_np_ridge_uwater = 0, 1, (500, 500, 500), 85039, 4, 0.6, 2.0
#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.68, 2.0
#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
# Noise parameters for biome API temperature and humidity
#mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0
#mg_biome_np_humidity = 50, 50, (500, 500, 500), 842, 3, 0.5, 2.0
--- hungry_games-git-150522.old/mods/hungry_games/engine.lua
+++ hungry_games-git-150522/mods/hungry_games/engine.lua
@@ -23,6 +23,12 @@
minetest.set_player_privs(name, privs)
player:set_hp(20)
spawning.spawn(player, "lobby")
+
+ -- Experimental code to reset inventory
+ inv = player:get_inventory()
+ if inv then
+ inv:set_list("main", {})
+ end
end)
end
registrants = {}
@@ -233,7 +239,7 @@
return true
end)
-minetest.register_on_joinplayer(function(player)
+function joinmove (player)
local name = player:get_player_name()
local privs = minetest.get_player_privs(name)
privs.vote = true
@@ -244,6 +250,10 @@
minetest.set_player_privs(name, privs)
minetest.chat_send_player(name, "You are now spectating")
spawning.spawn(player, "lobby")
+end
+
+minetest.register_on_joinplayer(function(player)
+ minetest.after (2, joinmove, player)
end)
minetest.register_on_newplayer(function(player)
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