[Mod] Lulzpack | Blockforge 2# [Beta 7] [lulzpack]

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LorenzoVulcan
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by LorenzoVulcan » Sat Mar 09, 2013 06:55

0gb.us wrote:I decided to try this, and the first thing I noticed was the built-in item_drop. Is there any chance you'll remove this? Many people don't like item_drop, and those that do can add it back with the item_drop plugin.

https://github.com/BlockforgeProject/BlockForge-2-/blob/master/games/BlockForge2/mods/lulzpack/config.lua

Set "enable_corehack=false" and don't overwrite the builtin folder.
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by 0gb.us » Sun Mar 10, 2013 02:24

Alright, thanks!
 

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by Inocudom » Thu Apr 25, 2013 04:00

I recently asked oOChainLynxOo to do a video for this modpack. I hope he will choose to do so.
 

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LorenzoVulcan
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by LorenzoVulcan » Tue Jun 18, 2013 11:30

Beta 4.0 Released

-Added Desert Beagle
-Improved the energy system

Official repository: https://github.com/BlockforgeProject/BlockForge-2-
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issa
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by issa » Tue Jun 18, 2013 13:33

hi,

i don't undestand exactly what is mod, can u give me more explaination please ?
 

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by kaeza » Tue Jun 18, 2013 14:02

LorenzoVulcan wrote:Beta 4.0 Released

-Added Desert Beagle
-Improved the energy system

Official repository: https://github.com/BlockforgeProject/BlockForge-2-

Nice.
Thought this had been abandoned (you know, there hasn't been any update here lately).

Good work there.
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by LorenzoVulcan » Wed Jun 19, 2013 12:59

issa wrote:hi,

i don't undestand exactly what is mod, can u give me more explaination please ?


This is a pack of technic/industrial items for minetest,nothing else.

Nice.
Thought this had been abandoned (you know, there hasn't been any update here lately).

Good work there.


Thanks,i think i'll release some other updates in those days :P
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by LorenzoVulcan » Mon Jul 08, 2013 10:43

Spoilerz,because i want to hug everyone of you.
Image
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by Inocudom » Mon Jul 08, 2013 16:06

LorenzoVulcan wrote:Spoilerz,because i want to hug everyone of you.
Image


Is that an aircraft of some sort?
 

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by LorenzoVulcan » Tue Jul 09, 2013 10:39

Inocudom wrote:
Is that an aircraft of some sort?

Maybe.
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by LorenzoVulcan » Fri Jul 19, 2013 17:48

Ok guys,i'm sorry but i encountered more issues than excepted.Anyway i will not able to connect for a while so i'll not release some complex features like air-craft,but i'll try to upload some little fixes or materials :) .
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by LorenzoVulcan » Wed Jul 24, 2013 14:59

Beta 4.0 patch 1 Released:

-Added Lyra Dust
-Added Redyz dust
-Force glasses crafting reworked
-Added macerator's APIs
-And more...

Check out at the official repo: https://github.com/BlockforgeProject/BlockForge-2-/
Last edited by LorenzoVulcan on Wed Jul 24, 2013 15:01, edited 1 time in total.
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by durtective6 » Sat Aug 17, 2013 09:59

how do you get raw obsidian in 0.4.7?

i have worked it out, i thought the water had to touch the source block.
Last edited by durtective6 on Sat Aug 17, 2013 10:06, edited 1 time in total.
 

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by LorenzoVulcan » Sat Sep 21, 2013 18:17

durtective6 wrote:how do you get raw obsidian in 0.4.7?

i have worked it out, i thought the water had to touch the source block.

I'm working on a new version that eliminates conflicts with Minetest 0.4.7
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by LorenzoVulcan » Sun Sep 22, 2013 17:08

Beta 4.1 Released

-Obsidian system now overwrites the default system
-Time2pwn disabilited by default,bones mod does its work
-Now weapons works with new APIs
-And more...

Official repo: https://github.com/BlockforgeProject/BlockForge-2-/
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by ElectricSolstice » Sun Sep 22, 2013 23:49

Not having much luck installing the offical repo. Doesn't seem to even generate a world.
Image
I think that -y value was still dropping too like i was falling.
 

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by LorenzoVulcan » Mon Sep 23, 2013 12:11

ElectricSolstice wrote:Not having much luck installing the offical repo. Doesn't seem to even generate a world.
http://i44.tinypic.com/1omuxf.png
I think that -y value was still dropping too like i was falling.

It's a common bug on world generation.Just regenerate the world or teleport you on a positive Y value.

EDIT:I saw the path of "heart.png" is not known.You must take ALL core mods (default,bucket etc...) and put them in the BlockForge2's game folder :)
Last edited by LorenzoVulcan on Mon Sep 23, 2013 12:12, edited 1 time in total.
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by ElectricSolstice » Tue Sep 24, 2013 05:54

LorenzoVulcan wrote:
ElectricSolstice wrote:Not having much luck installing the offical repo. Doesn't seem to even generate a world.
http://i44.tinypic.com/1omuxf.png
I think that -y value was still dropping too like i was falling.

It's a common bug on world generation.Just regenerate the world or teleport you on a positive Y value.

EDIT:I saw the path of "heart.png" is not known.You must take ALL core mods (default,bucket etc...) and put them in the BlockForge2's game folder :)


Thanks :D Works now. I don't remember that being a part of the readme file instructions though :3
 

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by LorenzoVulcan » Tue Sep 24, 2013 12:17

ElectricSolstice wrote:
LorenzoVulcan wrote:
ElectricSolstice wrote:Not having much luck installing the offical repo. Doesn't seem to even generate a world.
http://i44.tinypic.com/1omuxf.png
I think that -y value was still dropping too like i was falling.

It's a common bug on world generation.Just regenerate the world or teleport you on a positive Y value.

EDIT:I saw the path of "heart.png" is not known.You must take ALL core mods (default,bucket etc...) and put them in the BlockForge2's game folder :)


Thanks :D Works now. I don't remember that being a part of the readme file instructions though :3

I had some problems modifying the readme file,now it's ok :)
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by ElectricSolstice » Tue Sep 24, 2013 12:50

LorenzoVulcan wrote:
ElectricSolstice wrote:
LorenzoVulcan wrote:It's a common bug on world generation.Just regenerate the world or teleport you on a positive Y value.

EDIT:I saw the path of "heart.png" is not known.You must take ALL core mods (default,bucket etc...) and put them in the BlockForge2's game folder :)


Thanks :D Works now. I don't remember that being a part of the readme file instructions though :3

I had some problems modifying the readme file,now it's ok :)


Cool :D
Now something seems odd with the item entities. I click on the items I want to pick up multiple times since there's a bunch there because i just break the tree down first. However, seems to either give an error like shown below in the command line of the server, or can give me way too many of the item, jumping from 40 something blocks of tree in my inventory to little over 99 blocks of tree just from breaking down one tree. I haven't tried to remove the corehack yet though, so will probably try to do that later to see if it works better.
Image
 

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by LorenzoVulcan » Tue Sep 24, 2013 13:57

ElectricSolstice wrote:
LorenzoVulcan wrote:
ElectricSolstice wrote:
Thanks :D Works now. I don't remember that being a part of the readme file instructions though :3

I had some problems modifying the readme file,now it's ok :)


Cool :D
Now something seems odd with the item entities. I click on the items I want to pick up multiple times since there's a bunch there because i just break the tree down first. However, seems to either give an error like shown below in the command line of the server, or can give me way too many of the item, jumping from 40 something blocks of tree in my inventory to little over 99 blocks of tree just from breaking down one tree. I haven't tried to remove the corehack yet though, so will probably try to do that later to see if it works better.
http://i39.tinypic.com/4ilob7.png


LUA languages has some lacks in processing ticks.This is a bug i'm still working on.Anyway,just don't replace the "builtin" folder and use the default pickup :)
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by ElectricSolstice » Wed Sep 25, 2013 01:09

I quickly made some changes to the item_entity.lua file. I added a table to keep track of what was already hit and it seems to work so far. I think I sent a pull request on github, so check out the little pull request and tell me what you think. Is there something wrong with the way I've done it or any of the minor changes?

--EDIT--
Nevermind, seems to work much better for me but still got an error eventually once @_@
Last edited by ElectricSolstice on Wed Sep 25, 2013 01:19, edited 1 time in total.
 

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by ElectricSolstice » Wed Sep 25, 2013 01:41

Hmm, think I fixed a bug with the quick patch I made. Hopefully that's all there is to it. Will send another pull request. Hard to debug though since it so slowly occurs if it is there.
Last edited by ElectricSolstice on Wed Sep 25, 2013 01:48, edited 1 time in total.
 

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by Inocudom » Wed Sep 25, 2013 02:11

I mentioned this very modpack in the #minetest irc channel once, but it didn't grab too much attention there. I must try again (I must also try to get oOChainLynxOo to do a video of it.)
 

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by LorenzoVulcan » Wed Sep 25, 2013 11:55

ElectricSolstice wrote:Hmm, think I fixed a bug with the quick patch I made. Hopefully that's all there is to it. Will send another pull request. Hard to debug though since it so slowly occurs if it is there.

This is a random error that occures very rarely,that's why i didn't understand why those values got losts.Anyway if you can fix i'll really accept the push and write your name in the credits :)
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by ElectricSolstice » Wed Sep 25, 2013 13:36

LorenzoVulcan wrote:
ElectricSolstice wrote:Hmm, think I fixed a bug with the quick patch I made. Hopefully that's all there is to it. Will send another pull request. Hard to debug though since it so slowly occurs if it is there.

This is a random error that occures very rarely,that's why i didn't understand why those values got losts.Anyway if you can fix i'll really accept the push and write your name in the credits :)

The thing is, for me, before any of my patches, the error actually occured fairly enough. After my first patch, rarely a nil lua entity would try be used as a key to the table I made, which is something my code introduced after fixing what I think the problem was. After checking that the lua entity isn't nil, it should fix the bug in my patch, which now I can't seem to find any bug in the pick up code as I play the game.

Here's what I think the problem was with the code. It's basically a concurrency problem. Now, let's say you have an item that you want to pick up on the ground, you click on it and it runs through the code till it gets to minetest.after. Well, the minetest.after is likely a seperate thread rather than sleeping two seconds to run. This means, the code continues to run and goes to the point after minetest.after after creating the thread for it. Well, even after the item entity on the ground was clicked on, that item is still a valid item that wouldn't be nil yet because the 2 seconds for the thread to collect the item hasn't ran yet. Click on that item again or maybe another in the range to be collected, and you could end up creating another thread from the minetest.after on the same item on the ground. Well, the first minetest.after would pick up the item and then make it nil once it calls item:remove. Then, when the second minetest.after thread was called on the item, it most likely would be nil by then because the previous call removed it. If the two threads ran at the same time, then you could possibly be using the same valid item twice, accounting for the unusual increase in getting more items than I should.

Here's why I think my patch fixes the problem that I think it is. My patch adds a table that the first time the item entity is hit, it gets added to that table. When the item is in the table, it's not allowed to spawn a new minetest.after thread, thus allowing the minetest.after code to be called only once on that item. The table uses item's lua entity as the key, so as long as that item is not nil, that should be the only item in the game with that key. As a result, minetest.after is only allowed to be called once on each item.
 

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by LorenzoVulcan » Wed Sep 25, 2013 14:05

ElectricSolstice wrote:
LorenzoVulcan wrote:
ElectricSolstice wrote:Hmm, think I fixed a bug with the quick patch I made. Hopefully that's all there is to it. Will send another pull request. Hard to debug though since it so slowly occurs if it is there.

This is a random error that occures very rarely,that's why i didn't understand why those values got losts.Anyway if you can fix i'll really accept the push and write your name in the credits :)

The thing is, for me, before any of my patches, the error actually occured fairly enough. After my first patch, rarely a nil lua entity would try be used as a key to the table I made, which is something my code introduced after fixing what I think the problem was. After checking that the lua entity isn't nil, it should fix the bug in my patch, which now I can't seem to find any bug in the pick up code as I play the game.

Here's what I think the problem was with the code. It's basically a concurrency problem. Now, let's say you have an item that you want to pick up on the ground, you click on it and it runs through the code till it gets to minetest.after. Well, the minetest.after is likely a seperate thread rather than sleeping two seconds to run. This means, the code continues to run and goes to the point after minetest.after after creating the thread for it. Well, even after the item entity on the ground was clicked on, that item is still a valid item that wouldn't be nil yet because the 2 seconds for the thread to collect the item hasn't ran yet. Click on that item again or maybe another in the range to be collected, and you could end up creating another thread from the minetest.after on the same item on the ground. Well, the first minetest.after would pick up the item and then make it nil once it calls item:remove. Then, when the second minetest.after thread was called on the item, it most likely would be nil by then because the previous call removed it. If the two threads ran at the same time, then you could possibly be using the same valid item twice, accounting for the unusual increase in getting more items than I should.

Here's why I think my patch fixes the problem that I think it is. My patch adds a table that the first time the item entity is hit, it gets added to that table. When the item is in the table, it's not allowed to spawn a new minetest.after thread, thus allowing the minetest.after code to be called only once on that item. The table uses item's lua entity as the key, so as long as that item is not nil, that should be the only item in the game with that key. As a result, minetest.after is only allowed to be called once on each item.


Pull request accepted,thanks for help :)
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by oOChainLynxOo » Wed Sep 25, 2013 23:16

Inocudom wrote:I mentioned this very modpack in the #minetest irc channel once, but it didn't grab too much attention there. I must try again (I must also try to get oOChainLynxOo to do a video of it.)


I remember you asking me about this modpack. I don't remember it ever working. I will try again though. ;)
Have a good day or good night or whatever time you're reading this.
 

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by LorenzoVulcan » Thu Sep 26, 2013 15:41

oOChainLynxOo wrote:
Inocudom wrote:I mentioned this very modpack in the #minetest irc channel once, but it didn't grab too much attention there. I must try again (I must also try to get oOChainLynxOo to do a video of it.)


I remember you asking me about this modpack. I don't remember it ever working. I will try again though. ;)

Every release of lulzpack always worked with last minetest version that was released when the patch was out.
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by LorenzoVulcan » Thu Oct 10, 2013 18:16

Beta 6 released

-Added electroships
-Added redyz inceptor
-And more...

Check out the official repo: https://github.com/BlockforgeProject/BlockForge-2-/
Last edited by LorenzoVulcan on Thu Oct 10, 2013 18:16, edited 1 time in total.
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