[Mod] Pyramids [0.4.2 beta] [pyramids]

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Pyramids [0.4 beta] [pyramids]

by bbaez » Sun Nov 08, 2015 19:06

Hi,

I added local as above to fix that error but now get the following. I also added an error from CME that preceded it. I don't think it is related since I see that error often, but just in case.

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
2015-11-08 01:04:18: ERROR[ServerThread]: LuaEntity name "creatures:dummy_zombie" not defined
2015-11-08 01:04:19: ERROR[ServerThread]: LuaEntity name "creatures:dummy_sheep" not defined
2015-11-08 01:04:19: ERROR[ServerThread]: LuaEntity name "creatures:dummy_sheep" not defined
2015-11-08 01:04:20: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-11-08 01:04:20: ERROR[main]: Lua: Runtime error from mod 'pyramids' in callback LuaABM::trigger(): .../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:398: attempt to index a nil value
2015-11-08 01:04:20: ERROR[main]: stack traceback:
2015-11-08 01:04:20: ERROR[main]:       .../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:398: in function <.../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:391>

In thread 7fc8bed217c0:
/home/aa0001/minetest/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'pyramids' in callback LuaABM::trigger(): .../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:398: attempt to index a nil value
stack traceback:
        .../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:398: in function <.../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:391>
Debug stacks:
DEBUG STACK FOR THREAD 7fc8b572f700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7fc8b5f30700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7fc8b6731700:
#0  virtual void* ServerThread::Thread()
#1  void Server::AsyncRunStep(bool)
#2  virtual void ServerMap::save(ModifiedState)
(Leftover data: #3  void Server::SendPlayerHP(irr::u16))
(Leftover data: #4  void Server::SendHP(irr::u16, irr::u8))
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
(Leftover data: #6  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD 7fc8bed217c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)
(Leftover data: #4  void Server::SendAccessDenied_Legacy(irr::u16, const wstring&))
./Neuromancerserver.sh: line 3:   406 Aborted                 (core dumped) ./minetestserver --gameid Neuromancer --world neuromancerworld --port 30001 --config neuromancerworld.conf


Thanks!
 

User avatar
BlockMen
Member
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen

Re: [Mod] Pyramids [0.4 beta] [pyramids]

by BlockMen » Mon Nov 09, 2015 19:55

bbaez wrote:Hi,

I added local as above to fix that error but now get the following. I also added an error from CME that preceded it. I don't think it is related since I see that error often, but just in case.

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
2015-11-08 01:04:18: ERROR[ServerThread]: LuaEntity name "creatures:dummy_zombie" not defined
2015-11-08 01:04:19: ERROR[ServerThread]: LuaEntity name "creatures:dummy_sheep" not defined
2015-11-08 01:04:19: ERROR[ServerThread]: LuaEntity name "creatures:dummy_sheep" not defined
2015-11-08 01:04:20: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-11-08 01:04:20: ERROR[main]: Lua: Runtime error from mod 'pyramids' in callback LuaABM::trigger(): .../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:398: attempt to index a nil value
2015-11-08 01:04:20: ERROR[main]: stack traceback:
2015-11-08 01:04:20: ERROR[main]:       .../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:398: in function <.../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:391>

In thread 7fc8bed217c0:
/home/aa0001/minetest/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'pyramids' in callback LuaABM::trigger(): .../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:398: attempt to index a nil value
stack traceback:
        .../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:398: in function <.../minetest/minetest-0.4.13/bin/../mods/pyramids/mummy.lua:391>
Debug stacks:
DEBUG STACK FOR THREAD 7fc8b572f700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7fc8b5f30700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7fc8b6731700:
#0  virtual void* ServerThread::Thread()
#1  void Server::AsyncRunStep(bool)
#2  virtual void ServerMap::save(ModifiedState)
(Leftover data: #3  void Server::SendPlayerHP(irr::u16))
(Leftover data: #4  void Server::SendHP(irr::u16, irr::u8))
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
(Leftover data: #6  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD 7fc8bed217c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)
(Leftover data: #4  void Server::SendAccessDenied_Legacy(irr::u16, const wstring&))
./Neuromancerserver.sh: line 3:   406 Aborted                 (core dumped) ./minetestserver --gameid Neuromancer --world neuromancerworld --port 30001 --config neuromancerworld.conf


Thanks!


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
2015-11-08 01:04:18: ERROR[ServerThread]: LuaEntity name "creatures:dummy_zombie" not defined
2015-11-08 01:04:19: ERROR[ServerThread]: LuaEntity name "creatures:dummy_sheep" not defined
2015-11-08 01:04:19: ERROR[ServerThread]: LuaEntity name "creatures:dummy_sheep" not defined


Those are shown since you have placed spawners but disabled at leat zombies and sheep of CME. You can "fix" that by using chat command /clearobjects but be aware that this command removes all objects from world (like dropped items and mobs).

And wich version of pyramids are you using, 0.4 or 0.4.1?
 

necron099
Member
 
Posts: 58
Joined: Wed Feb 27, 2013 16:10

Re: [Mod] Pyramids [0.4 beta] [pyramids]

by necron099 » Wed Nov 11, 2015 15:54

BlockMen, I downloaded 4.1? from github and got 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
10:43:16: WARNING: Assignment to undeclared global "p2" inside a function at ...test0413-dev/bin/../games/my_game/mods/pyramids/init.lua:137.
2015-11-11 10:43:28: ACTION[Server]: singleplayer granted (fly) privileges to singleplayer
2015-11-11 10:43:32: ACTION[Server]: Created pyramid at (95,1,-188)
10:43:32: WARNING: Undeclared global variable "default_model_def" accessed at ...est0413-dev/bin/../games/my_game/mods/pyramids/mummy.lua:63
10:43:32: WARNING: Assignment to undeclared global "visual" inside a function at ...est0413-dev/bin/../games/my_game/mods/pyramids/mummy.lua:63.
10:43:32: WARNING: Assignment to undeclared global "prop" inside a function at ...est0413-dev/bin/../games/my_game/mods/pyramids/mummy.lua:70.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Pyramids [0.4 beta] [pyramids]

by duane » Thu Nov 12, 2015 01:47

necron099 wrote:BlockMen, I downloaded 4.1? from github and got this:


Those won't do any harm, but if you want to fix them, you can use this patch.

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
diff --git a/init.lua b/init.lua
index 5a8d89c..03e26ca 100644
--- a/init.lua
+++ b/init.lua
@@ -134,7 +134,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
        if noise1 > 0.25 or noise1 < -0.26 then
         local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
 
-               p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})
+               local p2 = minetest.find_node_near(mpos, 25, {"default:desert_sand"})   
                while p2 == nil and cnt < 5 do
                        cnt = cnt+1
                        mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
diff --git a/mummy.lua b/mummy.lua
index 0c4d611..96d1ec2 100644
--- a/mummy.lua
+++ b/mummy.lua
@@ -47,23 +47,23 @@ local ANIM_WALK_MINE = 5
 local ANIM_MINE = 6
 
 function hit(self)
-       prop = {
+       local prop = {
                mesh = mummy_mesh,
                textures = {"pyramids_mummy.png^pyramids_hit.png"},
        }
        self.object:set_properties(prop)
        minetest.after(0.4, function()
-               prop = {textures = mummy_texture,}
+               local prop = {textures = mummy_texture,}
                self.object:set_properties(prop)
        end)
 end
 
 function mummy_update_visuals_def(self)
        --local name = get_player_name()
-       visual = default_model_def
+       --visual = default_model_def
        npc_anim = 0 -- Animation will be set further below immediately
        --npc_sneak[name] = false
-       prop = {
+       local prop = {
                mesh = mummy_mesh,
                textures = mummy_texture,
                --visual_size = {x=1, y=1, z=1},
@@ -257,8 +257,8 @@ MUMMY_DEF.on_step = function(self, dtime)
                for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 4)) do
                        if object:is_player() then
                                self.yawwer = false
-                               NPC = self.object:getpos()
-                               PLAYER = object:getpos()
+                               local NPC = self.object:getpos()
+                               local PLAYER = object:getpos()
                                self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
                                self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
                                if PLAYER.x > NPC.x then
 

necron099
Member
 
Posts: 58
Joined: Wed Feb 27, 2013 16:10

Re: [Mod] Pyramids [0.4 beta] [pyramids]

by necron099 » Thu Nov 12, 2015 13:20

Thanks duane, appreciate it :)
 

User avatar
BlockMen
Member
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen

Pyramids 0.4.2

by BlockMen » Thu Nov 12, 2015 17:44

Update Version 0.4.2 released

Changelog (0.4.1 + 0.4.2):
- Fix unhandled exception (by vitaminx)
- Fix global variable warnings (by duane)
 

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by bbaez » Sat Nov 14, 2015 05:34

Sorry BlockMen that I didn't get back to you. Thanks for the tips about CME. There is something more strange going on there and I need to verify. As for the version, it was 0.4.1 beta (a git pull as of Jul 1 2015).
 

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by bbaez » Sat Nov 14, 2015 17:00

Hi BlockMen,

I tried using /clearobjects but after a few minutes there is a core dump. Tried this several times. Not descriptive, sorry. Anyway of turning up logging without recompiling?

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
2015-11-14 05:18:44: ACTION[ServerThread]: Benjamin clears all objects.
./Neuromancerserver.sh: line 3:  6382 Segmentation fault      (core dumped) ./minetestserver --gameid Neuromancer --world neuromancerworld --port 30001 --config neuromancerworld.conf


Thanks for the help!
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by Don » Sat Nov 14, 2015 21:32

@bbaez - the same thing happened to me. I just kept loading the world a bunch of times and it finally cleared things.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by bbaez » Sun Nov 15, 2015 18:20

Thank you Bats! After 40 times or so clearing objects I implemented the clean mode posted on "Delete unknown blocks and objects" that prestidigitator posted. So far working great.
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by amadin » Sun Dec 27, 2015 17:14

How can i change timer for fall down flooring? Flooring fall down too fast for me.
 

User avatar
SaKeL
Member
 
Posts: 193
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by SaKeL » Mon Feb 22, 2016 21:08

Hi BlockMen would it be possible to updated the mummies from this mod to your new Creatures API ? That would be great!
Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

User avatar
prof-turbo
Member
 
Posts: 518
Joined: Mon May 07, 2012 17:02

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by prof-turbo » Mon Feb 22, 2016 22:16

BlockMen has sadly left Minetest.
 

User avatar
SaKeL
Member
 
Posts: 193
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by SaKeL » Fri Feb 26, 2016 11:31

ok so ill do it sometime in my free time
https://bitbucket.org/minetest_gamers/pyramids
Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

User avatar
SaKeL
Member
 
Posts: 193
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by SaKeL » Tue Mar 01, 2016 21:23

I have inherited this Mod to my Spawners Mod.
Re-done the mummy mob using mobs redo api. If you have also mobs redo mod you will get new mummy spawner and pyramids will use new environmental (mummy) spawner as build inside the pyramid. It's completely compatible to run side-by-side with pyramids mod, but you actually don't need pyramids mod anymore. Even though you have map with pyramids already, it is safe to remove pyramids mod and use spawners instead. Still will give it a bit more tests and maybe some code cleanup before i release it on the mod page ;)
Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

User avatar
Napiophelios
Member
 
Posts: 752
Joined: Mon Jul 07, 2014 01:14
GitHub: Napiophelios
IRC: Nappi
In-game: Nappi

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by Napiophelios » Tue Mar 01, 2016 21:28

could you make a branch for Wuzzy's treasurer variant of pyramids?
viewtopic.php?t=10336
 

User avatar
SaKeL
Member
 
Posts: 193
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by SaKeL » Tue Mar 01, 2016 22:48

The main difference is that the one you sent have treasures ? .if i understand it good...
This Pyramids mod have treasures inside of them already and i didnt wrote it above but i have added many more stuff to the treasure chests and higher up the chance of spawning more items in the chests.
Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

Diamond knight
Member
 
Posts: 262
Joined: Sun Apr 19, 2015 19:50
In-game: Diamondknight or diamond_knight

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by Diamond knight » Fri Mar 04, 2016 00:20

maybe a sandstone "anceint egyptian chest" would look nicer than a wood chest
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

User avatar
SaKeL
Member
 
Posts: 193
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Pyramids [0.4.2 beta] [pyramids]

by SaKeL » Fri Mar 04, 2016 20:18

definitely a nice idea... maybe some texture pack in that case would be better since modders are trying (mostly) to be make a light weight Mods - mostly depending on default games, this way the mod can load faster ;)
Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

Previous

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 14 guests

cron