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Re: Why don't people know what PvP is?

What if you disable damage temporarily for newly-respawned players?
by Byakuren
Wed Nov 23, 2016 08:39
 
Forum: Minetest General
Topic: Why don't people know what PvP is?
Replies: 8
Views: 1888

Re: Opinions Wanted - Lua A Good "Gateway" Language?

+ Spoiler
by Byakuren
Mon Nov 21, 2016 19:21
 
Forum: Minetest General
Topic: Opinions Wanted - Lua A Good "Gateway" Language?
Replies: 22
Views: 3497

Re: Minetest history veteran server project

I thought it was unfunny but I didn't find it annoying or anything after the first time.
by Byakuren
Sun Nov 20, 2016 21:24
 
Forum: Minetest General
Topic: Minetest history veteran server project
Replies: 16
Views: 3162

Re: [Mod] Technic [0.4.11] [technic]

It's been fixed already, light_source was set as a string for some nodes.
by Byakuren
Sun Nov 20, 2016 21:20
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 541501

Re: Help With PokeMobs

It's not showing up for me.
by Byakuren
Sun Nov 20, 2016 06:33
 
Forum: Modding Discussion
Topic: Help With PokeMobs
Replies: 6
Views: 1077

Re: [Mod] scifi-nodes

D00med: It's your bug. See viewtopic.php?f=6&t=15915
by Byakuren
Sat Nov 19, 2016 21:23
 
Forum: WIP Mods
Topic: [Mod] scifi-nodes
Replies: 54
Views: 8918

Re: Is minetest-game at fault here and not scifi_nodes?

It's your fault, you used "12" and "20" (line 325/326 of init.lua) as light values, but light values must be numbers, not strings. I am not the author of this mod. You should post that information here: https://forum.minetest.net/viewtopic.php?f=9&t=11751 Alright
by Byakuren
Sat Nov 19, 2016 21:22
 
Forum: Minetest Problems
Topic: Is minetest-game at fault here and not scifi_nodes?
Replies: 3
Views: 1258

Re: Is minetest-game at fault here and not scifi_nodes?

It's your fault, you used "12" and "20" (line 325/326 of init.lua) as light values, but light values must be numbers, not strings.
by Byakuren
Sat Nov 19, 2016 03:17
 
Forum: Minetest Problems
Topic: Is minetest-game at fault here and not scifi_nodes?
Replies: 3
Views: 1258

Re: Using a DB

Why not just use an SQL DBMS since you're already comfortable with it?
by Byakuren
Wed Nov 16, 2016 18:39
 
Forum: Modding Discussion
Topic: Using a DB
Replies: 9
Views: 2295

Re: "Trying to store" & "disconnecting peer" problem [solved

You could increase object count limit like Krock suggested. Pipeworks needs the entities to animate the items moving, but I guess they could add an option to turn off the visual effects or something. My opinion is that the engine should be better at handling large numbers of objects.
by Byakuren
Tue Nov 15, 2016 05:09
 
Forum: Minetest Problems
Topic: "Trying to store" & "disconnecting peer" problem [solved?]
Replies: 6
Views: 1637

Re: "Trying to store" & "disconnecting peer" problem [solved

Pipeworks generates a lot of entities, and Minetest starts deleting objects when there are too many to store in a block. Pipeworks works around this by keeping track of items separate from the entity system, but sometimes player objects will get deleted to, which will disconnect the player.
by Byakuren
Mon Nov 14, 2016 19:39
 
Forum: Minetest Problems
Topic: "Trying to store" & "disconnecting peer" problem [solved?]
Replies: 6
Views: 1637

Re: MINETEST SERVER ERROR: GENERATING BIOMES EVERYWHERE.

I'm guessing that map corruption is causing areas to be generated because the existing stuff there is corrupt. If that's the case, I don't think you can fix it in that world. If I do a new world with the same mapseed, and then I import the map.*sql, it would restore all buildings and stuff and fix ...
by Byakuren
Mon Nov 14, 2016 18:23
 
Forum: Minetest Problems
Topic: MINETEST SERVER ERROR: GENERATING BIOMES EVERYWHERE.
Replies: 12
Views: 2326

Re: MINETEST SERVER ERROR: GENERATING BIOMES EVERYWHERE.

I'm guessing that map corruption is causing areas to be generated because the existing stuff there is corrupt. If that's the case, I don't think you can fix it in that world.
by Byakuren
Mon Nov 14, 2016 09:05
 
Forum: Minetest Problems
Topic: MINETEST SERVER ERROR: GENERATING BIOMES EVERYWHERE.
Replies: 12
Views: 2326

Re: [Mod] Lua Computers [datamine]

sound interesting screenshots? There isn't that much to show since currently the computer has no way to run anything but the test OS (which hasn't been programmed to load user-supplied programs). But here's a screen shot of me interacting with it: https://forum.minetest.net/download/file.php?id=798...
by Byakuren
Sun Nov 13, 2016 21:37
 
Forum: WIP Mods
Topic: [Mod] Lua Computers [datamine]
Replies: 4
Views: 694

Re: [Mod] basic_robot [basic_robot]

Here's an example: local function bad() while true do end end -- Need this if you have luajit (only turns it off for the function) if jit then jit.off(bad, true) end local thread = coroutine.create(bad) debug.sethook(thread, function() error("Spent too much time") end, "", 10000)...
by Byakuren
Sun Nov 13, 2016 10:22
 
Forum: WIP Mods
Topic: [Mod] basic_robot [basic_robot]
Replies: 76
Views: 18938

[Mod] Lua Computers [datamine]

Datamine Github: https://github.com/raymoo/datamine This is a mod implementing computers that behave like real computers, maintaining their execution state. You do not need to save your values in a memory table or manually yield anywhere. For an example of what kind of code you can safely (hopefull...
by Byakuren
Sun Nov 13, 2016 10:18
 
Forum: WIP Mods
Topic: [Mod] Lua Computers [datamine]
Replies: 4
Views: 694

Re: [Mod] basic_robot [basic_robot]

while (function() while false do end return true end)() do -- spin end I would suggest just using sethook to set up a count hook. It will run much faster than inserting function calls everywhere, and is guaranteed to eventually fire if it doesn't run out. Mesecons does this, you could look at that ...
by Byakuren
Sat Nov 12, 2016 17:47
 
Forum: WIP Mods
Topic: [Mod] basic_robot [basic_robot]
Replies: 76
Views: 18938

Re: [Mod] basic_robot [basic_robot]

right, this is harmful: say(1) local function blah() return blah() end blah() say(2) One way to prevent this would be set up hook to count how many lines are executed and then throw error when exceeded. Tried that pcall( function() debug.sethook(error,"l") -- raises error when next line i...
by Byakuren
Fri Nov 11, 2016 18:35
 
Forum: WIP Mods
Topic: [Mod] basic_robot [basic_robot]
Replies: 76
Views: 18938

Re: [Mod] basic_robot [basic_robot]

was this supposed to be harmful, cause it does absolutely nothing, no problems whatsoever: say(1) local function blah() return blah() end say(2) can you look at sethook in previous post, i tried raising error inside another pcall and even tried raising error inside script in sandbox but in both cas...
by Byakuren
Fri Nov 11, 2016 10:03
 
Forum: WIP Mods
Topic: [Mod] basic_robot [basic_robot]
Replies: 76
Views: 18938

Re: [Mod] basic_robot [basic_robot]

You can also do
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local function blah()
  return blah()
end

which shouldn't overflow because of TCO.
by Byakuren
Fri Nov 11, 2016 09:32
 
Forum: WIP Mods
Topic: [Mod] basic_robot [basic_robot]
Replies: 76
Views: 18938

Re: [Mod] basic_robot [basic_robot]

Don't forget
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local function blah()
  blah()
end
by Byakuren
Fri Nov 11, 2016 07:07
 
Forum: WIP Mods
Topic: [Mod] basic_robot [basic_robot]
Replies: 76
Views: 18938

Re: MY SERVER CRASHES EVERYTIME

Ok, I've tried to fixing changing the env_meta file. and by the moment is working. But it's very weird that there appears a UNIX directory, on my debug file. I want to know how can I protect my server against these 'hackers' or whatever. I am guessing that is debug info from the person who built th...
by Byakuren
Wed Nov 09, 2016 18:35
 
Forum: Minetest Problems
Topic: MY SERVER CRASHES EVERYTIME
Replies: 4
Views: 1161

Re: Why client-sided scripting?

I don't think it is so hard to sandbox a lua script. You can just start by running it with an empty global environment, meaning it would have no access to anything dangerous, barring an exploit in Lua or LuaJIT itself. Then you can progressively add things that seem safe, though I guess there is lik...
by Byakuren
Wed Nov 09, 2016 18:17
 
Forum: Minetest General
Topic: Why client-sided scripting?
Replies: 14
Views: 3019

Re: How to know if function definitions have been overwritte

Would rawget work to check, since apparently default definitions are done through metatables?
by Byakuren
Sat Nov 05, 2016 17:36
 
Forum: Modding Discussion
Topic: How to know if function definitions have been overwritten?
Replies: 5
Views: 954

Re: Post your modding questions here

How to set a group for an item that was already registered? This should also work, since you probably don't want to override the whole 'groups' table: minetest.registered_nodes["mod:node"].groups.yourgroupname=value afaik, override_item internally does the same What happens if the item de...
by Byakuren
Fri Nov 04, 2016 21:57
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 658471

Re: [Mod] Tmusic Player V1

Have you considered attempting to use the HTTP API to fetch remote songs? I'm not sure if it's possible, and you'd have to limit file size as well as check numerous other things, but it'd be really cool! Nice work though, I'll give it a try when I can. It's not possible to download a song and play ...
by Byakuren
Thu Nov 03, 2016 04:39
 
Forum: WIP Mods
Topic: [Mod] Tmusic Player V1
Replies: 3
Views: 647

Re: Lua optimization tipps

By "something similar" I meant an approach that dramatically reduces the sheer number of calculations that must be made rather than just increasing the efficiency of those calculations, and I'll stand by that. Too refer to that as "so certain" is fundamentally mistaking the gap ...
by Byakuren
Tue Nov 01, 2016 19:29
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 39
Views: 6376

Re: Lua optimization tipps

It's not a matter of certainty. It's that there is a proven, workable approach for making it so that you can identify active networks and carry out calculations for them only rather than having to continuously check every node type that can attach to a network. I'd be happy if SegFault22 or anyone ...
by Byakuren
Tue Nov 01, 2016 07:45
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 39
Views: 6376

Re: Lua optimization tipps

You need to check out how technic does this, they associate all the logic with the switching block and update it when a node is placed or removed from the wire nodes that connect to that switch. If you don't do something similar, no amount of other optimization is going to save you. How are you so ...
by Byakuren
Tue Nov 01, 2016 02:40
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 39
Views: 6376
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