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PostPosted: Wed Jun 27, 2012 06:04
by Stef
version 1.6 downloadlink is broken :(

PostPosted: Wed Jun 27, 2012 06:20
by Splizard
Stef wrote:version 1.6 downloadlink is broken :(

Sorry about that, it should be fixed now.

PostPosted: Wed Jun 27, 2012 06:21
by Stef
thx

PostPosted: Thu Jun 28, 2012 02:58
by Temperest
Excellent work!

PostPosted: Thu Jun 28, 2012 07:21
by neo
Tx ! Great work !

PostPosted: Thu Jun 28, 2012 09:23
by MirceaKitsune
Since we already have fences and doors, I suggest this is merged in minetest_game (but only one type of gate please, like MC has). Not sure if there's a point to have stone gates before you have stone fences... though if both existed that would be nice.

PostPosted: Thu Jun 28, 2012 10:57
by neo

PostPosted: Thu Jun 28, 2012 19:02
by MirceaKitsune
Nice, that looks like a good idea.

PostPosted: Mon Sep 03, 2012 20:09
by GloopMaster
http://minetest.net/forum/viewtopic.php?pid=40875

since this mod refused to work for me.

PostPosted: Mon Sep 03, 2012 21:18
by Splizard
GloopMaster wrote:http://minetest.net/forum/viewtopic.php?pid=40875

since this mod refused to work for me.

Why does the mod not work? It seems to work fine for me...

PostPosted: Thu Sep 06, 2012 12:10
by noname
I sometimes (fairly often) got a crash in gates/init.lua line 68 when using the TNT mod and blowing stuff up.

I changed this line:

if gates.registered_nodes["on_punch"][node.name] ~= nil then

to:

if node and gates.registered_nodes["on_punch"][node.name] ~= nil then

Seems to work.

PostPosted: Thu Sep 06, 2012 13:29
by GloopMaster
noname wrote:I sometimes (fairly often) got a crash in gates/init.lua line 68 when using the TNT mod and blowing stuff up.

I changed this line:

if gates.registered_nodes["on_punch"][node.name] ~= nil then

to:

if node and gates.registered_nodes["on_punch"][node.name] ~= nil then

Seems to work.


ah... well i guess that means my gates are kind of redundant now :)

PostPosted: Tue Sep 11, 2012 16:47
by rubenwardy
BUG:

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
17:44:42: INFO[main]:   setNodeNoCheck, deactivateFarObjects: Static data changed considerably...: 1
17:44:42: INFO[main]: ServerMap: Saved map to C:\Users\Andrew\Desktop\MineTest\minetest-0.4.3\bin\..\worlds\MyWorld
17:44:42: INFO[main]: RollbackManager::~RollbackManager()
17:44:42: INFO[main]: RollbackManager::flush()
17:44:42: INFO[main]: Server: Deinitializing scripting
17:44:42: INFO[main]: BanManager: saving to C:\Users\Andrew\Desktop\MineTest\minetest-0.4.3\bin\..\worlds\MyWorld\ipban.txt
17:44:43: ERROR[main]: ServerError: LuaError: error: ...-0.4.3\bin\..\mods\minetest\gates-1.6\gates\init.lua:68: attempt to index field 'registered_nodes' (a nil value)

PostPosted: Tue Sep 11, 2012 18:46
by qwrwed
The 1.6 link doesn't work.

PostPosted: Mon Dec 31, 2012 12:40
by wulfsdad
Something in mesecons_gates is conflicting with this. I'm just getting around to trying out mesecons. After installing it, loading an old world, and punching a gate, I got an error message:

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
...
\mods\minetest\gates-1.6\gates\init.lua:68: attempt to index field 'registered_nodes' (a nil value)


Removing the mesecons_gates module (but leaving the rest) solved the issue. Since I want to try the mesecon gates, but don't want to remove the 3D-gates, I'll look through the code when I wake up and see If I can find a solution.
But, hopefully someone will beat me to it....

PostPosted: Tue Jan 01, 2013 00:58
by wulfsdad
The workaround is simple: I modified mesecons_gates/init.lua lines 91 and 101 to replace "gates" with "mgates." If any of the other mesicon files rely on the gates definition then they will have to be changed too, so it might be easier to change this mod's definition. Maybe to "_gates" or whatever.

PostPosted: Tue Feb 04, 2014 00:28
by Misty
Could someone please post a screenshot of the gates in the open position?

PostPosted: Thu Feb 27, 2014 23:49
by natan.virgiliio
o seu mod não é compativel com o mod mesecons

PostPosted: Fri Feb 28, 2014 20:00
by TeTpaAka
There is a bug when placing one gates over another. When you open one, the other changes to the same type.

PostPosted: Mon Mar 31, 2014 08:21
by JPRuehmann
Hello

I get the following error if I try to load gates_iron

10:18:17: ERROR[main]: ========== ERROR FROM LUA ===========
10:18:17: ERROR[main]: Failed to load and run script from
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: attempt to call method 'register_on_signal_on' (a nil value)
10:18:17: ERROR[main]: stack traceback:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: in main chunk
10:18:17: ERROR[main]: ======= END OF ERROR FROM LUA ========
10:18:17: ERROR[main]: Server: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua
10:18:17: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua

How can I get it work?

Thanks,
JPR

PostPosted: Mon Mar 31, 2014 23:53
by UOAbigail
Greetings ;)

JPRuehmann wrote:Hello

I get the following error if I try to load gates_iron

10:18:17: ERROR[main]: ========== ERROR FROM LUA ===========
10:18:17: ERROR[main]: Failed to load and run script from
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: attempt to call method 'register_on_signal_on' (a nil value)
10:18:17: ERROR[main]: stack traceback:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: in main chunk
10:18:17: ERROR[main]: ======= END OF ERROR FROM LUA ========
10:18:17: ERROR[main]: Server: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua
10:18:17: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua

How can I get it work?

Thanks,
JPR


I have not used this mod specifically, but I believe the 'register_on_signal_on' method is defined within mesecons itself. (I have not dug thru the code the verify this however.)

If you do not have mesecons, this might be the problem.

If you do have mesecons then I am sorry for wasting your time :P hehe

Peace
UOAbigail

PostPosted: Tue Apr 01, 2014 00:07
by hoodedice
Usually a mod with a 'dependency' notes it in the depends.txt in the mod folder. If the mod does indeed utilize Mesecons, then I think the mod dev, or the users have to write mesecons in the depends.txt and save it. And also install mesecons.

EDIT: Ah, Mesecons is noted as a 'soft' dependency.

Depends: default, mesecons (optional), xFences (recommended)


But because the API changes, and because I haven't seen the developer in a while, I think the depends.txt has not been updated =/

PostPosted: Tue Apr 01, 2014 17:53
by JPRuehmann
Thanks for the Replies.

@UOAbigail yes I have mesecons installed and activated.
@hoodedice the depends.txt is there and default, mesecons ad gates in it.

bye,
JPR

PostPosted: Tue Apr 01, 2014 21:43
by Splizard
@JPRuehmann
The mod hasn't been updated in a while and the iron gates have not been updated for the latest mesecon versions.
If you remove the iron gates folder though the mod should work fine.

PostPosted: Wed Apr 02, 2014 11:10
by JPRuehmann
Hello

I have disabled it in the games .mt file
load_mod_gates_iron = false
so it wont disturb.
But I would like to try it out.
so a Hint to change would be loved by me.

Thanks,
JPR

PostPosted: Sun Apr 13, 2014 18:19
by alcipri
Please, can you upload a version without iron gate? Or explain how to disable it.

PostPosted: Sun Apr 13, 2014 20:06
by Sokomine
If you don't want a particular item, you might just comment out or delete the relevant lines for the receipe. Receipes start with minetest.register_craft

PostPosted: Tue Apr 15, 2014 15:08
by Achilles
Amazing mod :)

New Version 1.8

PostPosted: Sun Apr 20, 2014 10:16
by Splizard
New Version!
Version 1.8
  • Make iron gates only usable by the placer.
  • Remove mesecon support.
  • Update gates API.
  • Open with right click.
  • New textures for iron gates.
  • You can't close a gate while a player is inside it.

Re: [Mod] Gates [1.8] [gates]

PostPosted: Fri Apr 25, 2014 00:42
by Daven
Cool mod