[Mod] Bows with arrows V7 [bows]

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ExeterDad
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Re: [Mod] Bows V3r [bows]

by ExeterDad » Sun Sep 04, 2016 00:42

Just a guess as I don't have the mod installed on this machine... is TNT enabled?
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Re: [Mod] Bows V3r [bows]

by ServerDad » Sun Sep 04, 2016 12:30

ExeterDad,
Good question. I assumed so, but just checked and yes the default TNT is enabled. I also placed a few TNT blocks and lit them to check for their correct operation. All is well with TNT.
 

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Re: [Mod] Bows V3r2 [bows]

by AiTechEye » Sun Sep 04, 2016 13:27

Fixed!

the mod should auto disable tnt when its off or removed, but a bug (idk if its a mt core thing)
told enable_tnt was nill what ever i did, so now its ignored

changed the license to CC0 (let you do what ever you want with it [i will not care])
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Re: [Mod] Bows V3r2 [bows]

by ServerDad » Mon Sep 05, 2016 19:38

UjEdwin,
Thank you very much!
 

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Re: [Mod] Bows V3r2 [bows]

by bark » Fri Oct 28, 2016 18:14

I love your work! These bows are very elegant. I'm however getting an error that crashes the server (running 0.4.14) Any idea how to fix this?

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
2016-10-28 19:58:35: ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback luaentity_Step(): /home/me/.minetest/mods/bows/items_functions.lua:128: attempt to call field 'boom' (a nil value)
2016-10-28 19:58:35: ERROR[Main]: stack traceback:
2016-10-28 19:58:35: ERROR[Main]:       /home/me/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
2016-10-28 19:58:35: ERROR[Main]:       /home/me/.minetest/mods/bows/arrow.lua:114: in function </home/me/.minetest/mods/bows/arrow.lua:96>
 

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Re: [Mod] Bows V3r2 [bows]

by Andrey01 » Mon Oct 31, 2016 16:38

When i am going to shoot left click, for some reason don`t i get to shoot.Is this error?
 

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Re: [Mod] Bows V3r2 [bows]

by AnxiousInfusion » Tue Nov 01, 2016 14:08

Andrey01 wrote:When i am going to shoot left click, for some reason don`t i get to shoot.Is this error?


Just to be sure, you have your arrow in the adjacent slot to the left of your bow?

UjEdwin, do you plan to upload this on a git host?
 

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Re: [Mod] Bows V3r2 [bows]

by Andrey01 » Wed Nov 02, 2016 17:51

AnxiousInfusion wrote:
Andrey01 wrote:When i am going to shoot left click, for some reason don`t i get to shoot.Is this error?


Just to be sure, you have your arrow in the adjacent slot to the left of your bow?

UjEdwin, do you plan to upload this on a git host?

Do i have to put your arrow only in the left slot, and no right slot?
 

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Re: [Mod] Bows V3r2 [bows]

by AnxiousInfusion » Thu Nov 03, 2016 02:54

I just tested it and, yes, arrows will only load into the bow by being in the slot left of the bow in your hot bar.
 

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Re: [Mod] Bows V3r2 [bows]

by AiTechEye » Fri Nov 04, 2016 17:15

1: Yeah, the bows load arrows from the left side, becaouse its more realestic :-)
2: I dont have github, and tried it 3 times, just messing, but you can upload it if you want Its CC0 license, you can do what ever you want with it.

3: The "boom" error refers to there is an error in the games\minetest_game\mods\tnt\init.lua
because that function is used by the bows mod. it dont giving errors when im testing, and i have no idea what would make it...
But of course all bugs should be fixed!
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Re: [Mod] Bows V3r2 [bows]

by npx » Tue Nov 08, 2016 22:27

Your mod is amazing!
Standard arrows does not use the new TenPlus1's damage system that use "health" instead of "hp", while the explosive and the toxic arrow do.
Could you please do something about it? Because we would like to add some bows to nssm using your mod...
Thank you!
 

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Re: [Mod] Bows V3r2 [bows]

by AiTechEye » Sun Nov 13, 2016 19:46

I really dont know how to fix it, i have always used the set_hp() + punch( puncher, hp )
And when a puncher have to punch it self, it often causing errors.
and the other problem is i have not coded for a few months = forgetting how to code...
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Re: [Mod] Bows V3r2 [bows]

by npx » Sun Nov 13, 2016 23:50

If you put the mod on Github we will make a pull request for it! Thank you!
 

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Re: [Mod] Bows V3r2 [bows]

by Andrey01 » Thu Nov 17, 2016 16:36

npx wrote:If you put the mod on Github we will make a pull request for it! Thank you!

What are you Github for?
 

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Re: [Mod] Bows V3r2 [bows]

by Blunt » Sun Dec 25, 2016 02:53

First of let me say that I really like this bow mod.

I use this mod with "mobs redo" and notices that the arrows don't trigger damage sounds on mobs or any indication, they do die though, also the mobs don't leave drops when killed with a arrow.

could this be fixed? especially the last one (the drops).
 

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Re: [Mod] Bows V3r2 [bows]

by Inocudom » Sun Dec 25, 2016 04:07

This here is a very fun weapon to play with. Its targets make for good decorations and its rainbow items have effects that are eye candy.
 

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Re: [Mod] Bows V4 [bows]

by AiTechEye » Sun Dec 25, 2016 22:37

i using mobs redo too, and cant play without them :-)

the punch system should be fixed now, and the arrows will disappear with the objects.
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Re: [Mod] Bows V4 [bows]

by Blunt » Mon Dec 26, 2016 19:33

I tried your new version and can confirm that mobs redo now plays damage sound and drops the usual items on death.


Many thanks for your work, this is now my favorite bow mod!


Perhaps picking up arrow's is a interesting feature for the future, but regardless I enjoy your work and appreciate the wide variety of different materials that this mod uses.
 

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Re: [Mod] Bows V4 [bows]

by HolgiB » Fri Jan 13, 2017 07:14

Thanks for this great mod !
I love shooting with arrows at mobs is much since its much more fun than using only swords. :-)

Unfortunately there seems to be an issue with my version of Minetest and the TNT arrows.

When shooting TNT arrows against a monster (possibly when I hit the monster) minetest bombs out with the following 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
2017-01-12 20:00:01: ERROR[main]: ServerError: Lua: Runtime error from mod 'bows' in callback luaentity_Step(): /home/hb/.minetest/mods/bows/items_functions.lua:128: attempt to index global 'tnt' (a nil value)
2017-01-12 20:00:01: ERROR[main]: stack traceback:
2017-01-12 20:00:01: ERROR[main]:    /home/hb/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
2017-01-12 20:00:01: ERROR[main]:    /home/hb/.minetest/mods/bows/arrow.lua:115: in function </home/hb/.minetest/mods/bows/arrow.lua:97>
2017-01-12 20:00:01: ACTION[ServerThread]: singleplayer leaves game. List of players:
2017-01-12 20:00:01: ACTION[ServerThread]: LuaEntitySAO at (147.835,20.4384,-100.137) punched by LuaEntitySAO at (147.835,20.4384,-100.137), damage 4 hp, health now 0 hp
AL lib: (WW) FreeContext: (0x170fdc0) Deleting 1 Source(s)
AL lib: (WW) FreeDevice: (0x16f1950) Deleting 48 Buffer(s)


I am running Minetest 0.4.13 which is the vanilla version provided with Ubuntu 16.04. Is this a known issue ?
The TNT mod is available with the Minetest package per default. I checked this.
 

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Re: [Mod] Bows V5 [bows]

by AiTechEye » Fri Jan 13, 2017 13:17

That tnt have been messing up for a while, but i'm hopefully it's fixed now

V5:
Fixed crash when using tnt arrows (hopefully)
Fixed arrrows disappear on node hit
Added drops after objects death or dug node (if not timed out)
Added slow down arrows step after hit (5 setp/s instead of 20) [saves a lot of cpu]
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Re: [Mod] Bows V3 [bows]

by HolgiB » Fri Jan 13, 2017 13:22

mahmutelmas06 wrote:The fastest developer ever :-D

+ 1

Thanks a lot.....I will test Bows V5 this evening and see if the issues is fixed !

Have a nice weekend !
 

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Re: [Mod] Bows V5 [bows]

by HolgiB » Fri Jan 13, 2017 17:02

Hm.....V5 seems not have changes too much. Minetest bombs out when I shoot a TNT arrow at a monster with this error stacktrace:
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
-------------
  Separator 
-------------

Automatically selecting world at [/home/hb/.minetest/worlds/Holgi]
2017-01-13 17:58:17: ACTION[main]:         .__               __                   __   
2017-01-13 17:58:17: ACTION[main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
2017-01-13 17:58:17: ACTION[main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
2017-01-13 17:58:17: ACTION[main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
2017-01-13 17:58:17: ACTION[main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
2017-01-13 17:58:17: ACTION[main]:       \/        \/     \/          \/     \/       
2017-01-13 17:58:17: ACTION[main]: World at [/home/hb/.minetest/worlds/Holgi]
2017-01-13 17:58:17: ACTION[main]: Server for gameid="minetest" listening on 0.0.0.0:63414.
2017-01-13 17:58:18: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game.
2017-01-13 17:58:18: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
2017-01-13 17:58:18: ACTION[main]: Irrlicht: Could not open file of texture: character.png
2017-01-13 17:58:18: ACTION[main]: Irrlicht: Could not open file of texture: character.png
2017-01-13 17:58:27: ACTION[main]: Irrlicht: Could not open file of texture: UV_rat.png
2017-01-13 17:58:27: ACTION[main]: Irrlicht: Could not open file of texture: UV_rat.png
2017-01-13 17:58:27: ACTION[main]: Irrlicht: Could not open file of texture: UV_rat.png
2017-01-13 17:58:31: ACTION[ServerThread]: singleplayer uses bows:bow_rainbow, pointing at [object 6]
2017-01-13 17:58:32: ACTION[ServerThread]: singleplayer uses bows:bow_rainbow_loaded, pointing at [object 6]
17:58:33: WARNING: Undeclared global variable "tnt" accessed at /home/hb/.minetest/mods/bows/items_functions.lua:128
2017-01-13 17:58:33: ERROR[main]: ServerError: Lua: Runtime error from mod 'bows' in callback luaentity_Step(): /home/hb/.minetest/mods/bows/items_functions.lua:128: attempt to index global 'tnt' (a nil value)
2017-01-13 17:58:33: ERROR[main]: stack traceback:
2017-01-13 17:58:33: ERROR[main]:    /home/hb/.minetest/mods/bows/items_functions.lua:128: in function 'on_hit_node'
2017-01-13 17:58:33: ERROR[main]:    /home/hb/.minetest/mods/bows/arrow.lua:133: in function </home/hb/.minetest/mods/bows/arrow.lua:104>
2017-01-13 17:58:33: ACTION[ServerThread]: singleplayer leaves game. List of players:


I should add that inside mods tnt is visible but I can neither enable nor disable it. It seems that it is store inside the Minetest folder rather than ~/.minetest/mods.

HTH,
Holgi
 

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Re: [Mod] Bows V5r [bows]

by AiTechEye » Fri Jan 13, 2017 17:55

now it should be fixed: replace explode with burning tnt if it messing
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Re: [Mod] Bows V5r [bows]

by HolgiB » Fri Jan 13, 2017 18:18

Yes it is fixed. At least it does not crash but draws a burning box with tnt written to it.

I guess the intended behaviour would be that the error explodes when hitting an enemy, right ?

What is the major problem with my version of Minetest, TNT and your Bow mod ?

I do not get it but am no expert in Lua or Minetest mods :-)
 

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Re: [Mod] Bows V5r [bows]

by AiTechEye » Fri Jan 13, 2017 21:55

the problem is the arrows cant use the tnt api for some reason, but now it works like this.

if tnt mod path exist: add tnt arrows
if tnt api is able: make explosion (tnt.boom)
if not working (tnt is missing): place "tnt:tnt_burning"
if the last node not are "buildable to" (like air, water, grass) remove the arrow
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Re: [Mod] Bows V5r [bows]

by HolgiB » Fri Jan 13, 2017 22:00

Thanks for your detailed explanation !

Two last questions:
#1 Where can I grab the right version of the TNT mod with working API that usually should work with your arrow mod ?
#2 (Somewhat related to #1) Do you think a possible issue could simply be that the version of TNT included with the Minetest package under Ubuntu is simply incompatible with your mod ?

My idea would be simply to delete the TNT files inside the Minetest installation and add the "right" TNT version under ~/.minetest/mods/tnt
 

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Re: [Mod] Bows V5r [bows]

by AiTechEye » Sat Jan 14, 2017 11:22

https://github.com/minetest/minetest_game/tree/master/mods/tnt

need to download
https://github.com/minetest/minetest_game

if it wont work is it just to wait, because i plans to make a explosion function to the mod instead of messing with tnt
and add 1 or 2 very special arrows, when im learn to use voxel / area (im not a mathematician at all)
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Re: [Mod] Bows V5r [bows]

by HolgiB » Mon Jan 16, 2017 08:41

Thanks a lot...if I find the time, I will have a look at. Otherwise I will simply wait for the next update.

Even if this is a bit OT: I listened to some of your music tracks on YT and liked them. Nice "trancy" style.
 

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Re: [Mod] Bows with arrows V6 [bows]

by AiTechEye » Sat Jan 21, 2017 18:23

done
now you dont need the tnt mod at all

V6:
Changed craft for TNT
Added: Nitrogen arrow
Added: Nitrogen TNT arrow
Added: Nuke arrow
(added explosion api)

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Re: [Mod] Bows with arrows V6 [bows]

by HolgiB » Sun Jan 22, 2017 08:16

Thanks for the update !

I had a quick yesterday at the mod and was wondering that in creative mode TNT arrows were missing. They were available with the last versions. Do I have to craft them first prior using ? Sorry for the possibly stupid question but I am somewhat a minetest / minecraft newb :)
 

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