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Is it possible that i can not see the shadow anyway? Because on ground level there is no visible shadow (and that shadow has to be huge).
Anyway, thanks for the info.
by fairiestoy
Sun Sep 15, 2013 17:07
 
Forum: Minetest Problems
Topic: Building in great height causes problems
Replies: 2
Views: 524

Building in great height causes problems

MinetestVersion: 0.4.7-bc5db9b OS: Win7 Game: minetest_game Reproducable: Yes Description: I have started building in a great height on my favourite server (current height is between 630.5 - 666.5) and i get a little annoying game freeze when start to set nodes where no nodes are under it. Once ther...
by fairiestoy
Sun Sep 15, 2013 16:19
 
Forum: Minetest Problems
Topic: Building in great height causes problems
Replies: 2
Views: 524



That would be really neat on a moonrealm server or something like that :D
by fairiestoy
Sat Sep 14, 2013 17:22
 
Forum: Minetest Features
Topic: .
Replies: 15
Views: 5081

I did a quick research because i couldn't remember any file size limitations. And i found this: Maximum Number Of Pages In A Database File SQLite is able to limit the size of a database file to prevent the database file from growing too large and consuming too much disk space. The SQLITE_MAX_PAGE_CO...
by fairiestoy
Fri Sep 13, 2013 18:44
 
Forum: Minetest Servers
Topic: LevelDB Test Server
Replies: 10
Views: 2734

Its hard to say without many user traffic. To determine if already generated chunks are loading faster from the map, a few more people should start a test visit on this server (in my opinion). Since most problems occur, when the server is nearly full. Except the problems when generating chunks, ever...
by fairiestoy
Fri Sep 13, 2013 16:30
 
Forum: Minetest Servers
Topic: LevelDB Test Server
Replies: 10
Views: 2734

I played about 10 - 20 min and checked parts from the main town to sicdonia and kept walking south to generate new chunks. The first thing that I encountered was: All sign rotations were wrong. Then i encountered some strange tree generation errors while exploring new chunks (half cut off trees, som...
by fairiestoy
Fri Sep 13, 2013 15:55
 
Forum: Minetest Servers
Topic: LevelDB Test Server
Replies: 10
Views: 2734

You get this error, because you made a typo related mistake. You wrote inv::add_item( 'main', "default:steel_sword" ) And it should be without the double ':' . And this error is not related to the modified chest code. If you take a closer look at the error code ( 19:46:34: ERROR[main]: ...opy\bin\.....
by fairiestoy
Fri Sep 13, 2013 12:56
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 647877

does anyone know how to make a crafting table, but with different properties? I want to make an anvil to forge armor and crossbows in castles+ EDIT: When you place a chest-like item, can you make it so it already contains a set of steel tools. Do you mean something like mentioned here: The RealTest...
by fairiestoy
Fri Sep 13, 2013 01:51
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 647877

You could prevend this mod from overwriting the default recipes. For example the slabs within moreblocks/stairsplus/slabs.lua starting at line 118: -- Unregister default recipes minetest.register_craft({ output = "moreblocks:nothing 1", recipe = { {recipeitem, recipeitem, recipeitem}, }, }) Just com...
by fairiestoy
Fri Sep 13, 2013 01:48
 
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 344
Views: 220417

I found a bug in the latest stable download, running Minetest 0.4.7: Attempting to craft a cobble slab (three cobble across), I get no texture in the preview of the crafting screen. When actually crafting the item, the error comes back as ACTION[ServerThread]: player singleplayer crafts moreblocks:...
by fairiestoy
Thu Sep 12, 2013 20:06
 
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 344
Views: 220417

Github This link leads to an python script located in the official minetest repo. If you want a faster version, check the minetest-related projects page of this forum. There is a topic where this script was rewritten in C++ Edit: https://forum.minetest.net/viewtopic.php?id=2896 ^^ ^^ Forum link to ...
by fairiestoy
Thu Sep 12, 2013 19:58
 
Forum: Minetest Servers
Topic: Generating a map from server data
Replies: 1
Views: 617

releases come with more than just minetest_game, i think minetest 1.0 will be shipped with some sort of Game downloader for such things and is not shipping it with games the user would never play, but blows up the download size. In my opinion a way more elegant solution. Furthermore i see Minetest ...
by fairiestoy
Wed Sep 11, 2013 15:56
 
Forum: Minetest General
Topic: What do you see in Minetest 1.0?
Replies: 25
Views: 4577

Casimir wrote:You had some typos but it works for me.
And when you consider a server with thousands of saplings on the ground the old method is ridiculous.


Thanks for correcting the code. I needed a bit before i saw them.
by fairiestoy
Tue Sep 10, 2013 20:47
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 647877

Hello guys, i found the following lines within the /builtin/misc.lua: function minetest.get_connected_players() -- This could be optimized a bit, but leave that for later local list = {} for _, obj in pairs(minetest.get_objects_inside_radius({x=0,y=0,z=0}, 1000000)) do if obj:is_player() then table....
by fairiestoy
Tue Sep 10, 2013 10:26
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 647877

Looks like that's it and seems like it cannot easily be solved without modifying irrlicht. A quick workaround would be to set keymap_console = KEY_F9 or some other key. I think thats not just a 'quick workaround'. Instead this would solve it, since the irrlicht devs (as far as i could read from tha...
by fairiestoy
Wed Sep 04, 2013 23:46
 
Forum: Minetest Problems
Topic: InGame Console Bug/Strange behaviour
Replies: 4
Views: 1397

AFAIK this is an unknown bug. Could you file it at the issue tracker at github? https://github.com/minetest/minetest/issues No problem. Meanwhile, i did a quick research in the net for you. Maybe it helps you for further research in this case: Irrlicht Forum topic This topic started because a user ...
by fairiestoy
Wed Sep 04, 2013 14:21
 
Forum: Minetest Problems
Topic: InGame Console Bug/Strange behaviour
Replies: 4
Views: 1397

InGame Console Bug/Strange behaviour

Hello everybody, I wanted to report this even if its not that annoying or is affecting gameplay a lot. But it could be confusing for new players which encounter the in-game console. 1) The bug is reproducable 2) ^ by simply pressing F10 3) Win7 and WinXP tested 4) Minetest 0.4.7-bc5db9b 5) Game type...
by fairiestoy
Wed Sep 04, 2013 09:35
 
Forum: Minetest Problems
Topic: InGame Console Bug/Strange behaviour
Replies: 4
Views: 1397

Is there any way to disable nicknames? If you do not want to use nicknames in chat, you can replace &name in Chat_String with &dname (default name) With the nicknames, do you need a specific priv to set yours or someone else's nickname? *Added nickname system. Priv defaults to Admins rank, Take a l...
by fairiestoy
Sat Aug 31, 2013 18:39
 
Forum: Mod Releases
Topic: [Modpack] ServerExtended [0.4-S/0.5pre2.2-U] [serverextended]
Replies: 65
Views: 17471

First of all: Great work! I like that feeling when you walk through the world. Its something like an old Gameboy Game (not the 8bit screen :P ). But i miss a few textures like Ice, Snow. Marble and Granite are not that important, since it is part of the technic mod, however asking doesnt cost anythi...
by fairiestoy
Sun Aug 18, 2013 10:20
 
Forum: Minetest Texture Packs
Topic: 32x John Smith Texture Pack - 0.4.15
Replies: 86
Views: 123031

Update
Added a very basic Swearing filter with most common english swear words. The message send from each player gets filtered with all words inside this file and will be given back to the normal code after formatting it.
by fairiestoy
Fri Aug 16, 2013 01:44
 
Forum: Mod Releases
Topic: [Mod] Chat channel [v2.1] [chat_channel] (chatplus merged)
Replies: 11
Views: 5485

In the chatplus branch I got this error 09:11:12: ERROR[main]: ========== ERROR FROM LUA =========== 09:11:12: ERROR[main]: Failed to load and run script from 09:11:12: ERROR[main]: /home/minetest/minetest/bin/../mods/chat_channel/init.lua: 09:11:12: ERROR[main]: /home/minetest/minetest/bin/../mods...
by fairiestoy
Thu Aug 15, 2013 17:25
 
Forum: Mod Releases
Topic: [Mod] Chat channel [v2.1] [chat_channel] (chatplus merged)
Replies: 11
Views: 5485

Okay unless i have misunderstood, your suggestion does reduce calculations by perhaps 1 but the speed improvement will be unnnoticeable, barely worth the effort. The while statement was more of a suggestion reduce the lines and saves you some typing ( yeah i know, copy&paste exists, however ). Sad ...
by fairiestoy
Wed Aug 14, 2013 19:09
 
Forum: Mod Releases
Topic: [Mod] Snowfall, rainfall, settling snow [0.4.0] [snowdrift]
Replies: 58
Views: 21381

First of all, great work. I like your environment affecting mods especially the realms. But i have a question. Does it make any difference in peformance if i replace the lines 39 to 78 with a while statement and using minetest.after() instead of globalsteps? Instead of performing a random number gen...
by fairiestoy
Mon Aug 12, 2013 22:10
 
Forum: Mod Releases
Topic: [Mod] Snowfall, rainfall, settling snow [0.4.0] [snowdrift]
Replies: 58
Views: 21381

Update: Merged together the chatplus code with the channels possibility. Most significant changes to the base code were the splitting of log and base code (i moved the log part to another file for better readability) and the transfer from globalsteps to a minetest.after() routine for the HUD elemen...
by fairiestoy
Thu Aug 08, 2013 21:14
 
Forum: Mod Releases
Topic: [Mod] Chat channel [v2.1] [chat_channel] (chatplus merged)
Replies: 11
Views: 5485

I encountered a little problem. If you try to work on a dirt node with the hoe, it doesnt work as long as footprints are on it. Maybe redefine the hoe that it works with footprint dirt too :3
by fairiestoy
Tue Aug 06, 2013 17:27
 
Forum: Mod Releases
Topic: [Mod] Footprints and paths [0.3.0] [trail]
Replies: 35
Views: 12185

A little performance question. Im currently using this code: function set_remote( name, param ) if param == "on" then RC = true else RC = false end minetest.register_globalstep( rc_check ) end function rc_check( dtime ) -- since we dont know a possible way of removing this function from minetest.gl...
by fairiestoy
Sun Aug 04, 2013 23:16
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 647877

* Updatet
I make the performance shutdown more persistent. Once you activated it, it will be active for 3 more restarts.
As long as the minetest.conf is not changing
by fairiestoy
Sun Aug 04, 2013 18:24
 
Forum: WIP Mods
Topic: [Mod] Simple Shutdown helper [v1.5] [timer_shutdown]
Replies: 12
Views: 2590

[Mod] Chat channel [v2.1] [chat_channel] (chatplus merged)

Version: 2.1 License: WTFPL Dependencies: none Description: This mod allows users to define and use chat channels in the game. This way, private conversations keep private. Its also possible to define a maximum distance in which users can hear this chat. As example: By default, the channel 'local' ...
by fairiestoy
Sun Aug 04, 2013 17:20
 
Forum: Mod Releases
Topic: [Mod] Chat channel [v2.1] [chat_channel] (chatplus merged)
Replies: 11
Views: 5485

So this is only available in the 0.4.7-3 and up builds?
Thanks for the hint
by fairiestoy
Sun Aug 04, 2013 15:24
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 647877

I have a little problem. The following routine seems not to work:
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
vector.distance(p1, p2) -> number

from the API doc on Github.
i always get a nil reference to this function. Did it changed to some extend? Im using the stable 0.4.7 client for server testing.
by fairiestoy
Sun Aug 04, 2013 15:00
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 647877
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