[Mod] Throwing [0.13] [throwing]

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Jeija
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by Jeija » Mon Jan 02, 2012 06:40

I know this fix, i suppose it was sapier who posted it. But I would better like to wait until celeron adds this upstream. As I said, Idon't want that many dependencies for my source. I think its annoying to have to recompile the code when installing a mod. And for now, the get-objects-in.radius thing works fine.
Anyway, thanks for posting it!
Cheers, Jeija
Last edited by Jeija on Mon Jan 02, 2012 06:41, edited 1 time in total.
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xyz
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by xyz » Mon Jan 02, 2012 08:07

Jeija wrote:I know this fix, i suppose it was sapier who posted it. But I would better like to wait until celeron adds this upstream. As I said, Idon't want that many dependencies for my source. I think its annoying to have to recompile the code when installing a mod. And for now, the get-objects-in.radius thing works fine.
Anyway, thanks for posting it!
Cheers, Jeija

I think many big mods will depend on this thing. get-objects-in-radius is still more hacky than using patch. Also, patch will be used only on server. Anyway, that is your choose :)
 

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darket
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by darket » Mon Jan 02, 2012 09:43

16:42:41: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error: ...-20111209-1-win32\bin\..\data\mods\throwing\init.lua:25: attempt to call method 'get_look_dir' (a nil value)
16:42:41: ERROR[ServerThread]: stack traceback:
 

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by sfan5 » Mon Jan 02, 2012 09:51

darket wrote:16:42:41: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error: ...-20111209-1-win32\bin\..\data\mods\throwing\init.lua:25: attempt to call method 'get_look_dir' (a nil value)
16:42:41: ERROR[ServerThread]: stack traceback:

You need to build from Source
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darket
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by darket » Mon Jan 02, 2012 11:56

I can not compile (
 

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xyz
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by xyz » Mon Jan 02, 2012 13:05

Okay, this patch was added to upstream. Please, modify your mod =)
 

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Jeija
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by Jeija » Mon Jan 02, 2012 15:45

Thank you, celeron55!! (or the person who told him to do so).
This is not the only mod I have to change now ^^
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by MrThebuilder3 » Tue Jan 03, 2012 17:07

+100000000 i love this mod:)
here are my textures: Image
Image
Image
http://www.mediafire.com/?0fj389stauul0vl
 

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Jeija
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by Jeija » Wed Jan 04, 2012 08:17

Published V 0.12; MrThebuilder3's textures are default now. New minetest version that returns the objref is used. Arrows are removed after having shot a mob or a player. Arrows can kill multiple objects at the same position.
Bug: arrows can also remove items, because they are objects. Does someone have a fix for that?
Last edited by Jeija on Wed Jan 04, 2012 08:17, edited 1 time in total.
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dannydark
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by dannydark » Wed Jan 04, 2012 08:32

Jeija wrote:Published V 0.12; MrThebuilder3's textures are default now. New minetest version that returns the objref is used. Arrows are removed after having shot a mob or a player. Arrows can kill multiple objects at the same position.
Bug: arrows can also remove items, because they are objects. Does someone have a fix for that?


hmmm, maybe we need a new parameter for objects that would allow you to determine if an object was a mob or not maybe just a simple "mob = 1" or something else like "object_type = mob" if the 2nd option was used we could then also give crops "object_type = plant" or something so then the /clearobjects command could be extended to only clear objects of a certain type.

i.e. just clear all mobs ("/clearobjects mob" maybe) which wouldn't clear peoples crops ^_^
 

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Jeija
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by Jeija » Wed Jan 04, 2012 08:45

That would be great!
+1 for the idea
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by sfan5 » Wed Jan 04, 2012 16:26

dannydark wrote:
Jeija wrote:Published V 0.12; MrThebuilder3's textures are default now. New minetest version that returns the objref is used. Arrows are removed after having shot a mob or a player. Arrows can kill multiple objects at the same position.
Bug: arrows can also remove items, because they are objects. Does someone have a fix for that?


hmmm, maybe we need a new parameter for objects that would allow you to determine if an object was a mob or not maybe just a simple "mob = 1" or something else like "object_type = mob" if the 2nd option was used we could then also give crops "object_type = plant" or something so then the /clearobjects command could be extended to only clear objects of a certain type.

i.e. just clear all mobs ("/clearobjects mob" maybe) which wouldn't clear peoples crops ^_^

+1
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by Zarberman » Thu Jan 05, 2012 19:16

could you please post it in .zip format
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by Hackeridze » Thu Jan 05, 2012 21:33

Zarberman wrote:could you please post it in .zip format

ZIP is very bad.
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by Zarberman » Thu Jan 05, 2012 21:39

well my computer will not let me install any file extractors so .zip files are the only ones i can use.
my website (still in testing) www.gameri.webs.com
 

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MrThebuilder3
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by MrThebuilder3 » Thu Jan 05, 2012 21:50

Zarberman wrote:well my computer will not let me install any file extractors so .zip files are the only ones i can use.

http://www.mediafire.com/?5tpkmud8kjf0ckx
( i hopeyou don't mind, jeija)
 

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by Hackeridze » Thu Jan 05, 2012 21:58

Zarberman wrote:well my computer will not let me install any file extractors so .zip files are the only ones i can use.

TAR.GZ is not extractor. Use linux. Anyway -- http://en.wikipedia.org/wiki/Tar_%28file_format%29
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by Zarberman » Thu Jan 05, 2012 22:20

i dont have a mac or linux and i cant install programs because my computer will not let me so i need .zip
Last edited by Zarberman on Thu Jan 05, 2012 22:20, edited 1 time in total.
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MrThebuilder3
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by MrThebuilder3 » Thu Jan 05, 2012 22:36

sigh i repacked it as an zip for you ^
 

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Jeija
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by Jeija » Fri Jan 06, 2012 05:17

No problem, thx for repacking. I just wasn't there yesterday so that I couldn't do that.
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by Calinou » Fri Jan 06, 2012 16:53

ZIP isn't horrible, Hackeridze... It's lossless but proprietary (see other opensource games - 512×512 textures in PNG are twice as large as JPG for the same size).
 

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by Temperest » Sun Jan 15, 2012 03:54

Bug report: MineTest 20120106 build @ Windows 7, 32-bit.

Use the bow to fire multiple arrows. Upon landing, only one arrow can be collected. Sometimes the bow does not fire any arrows at all, even though they are present in the inventory.

This did not happen in the previous build, 20120102.
WorldEdit 1.0 released

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by randomproof » Sun Jan 15, 2012 05:04

Zarberman wrote:i dont have a mac or linux and i cant install programs because my computer will not let me so i need .zip

Just for in the future you can get a portable version of 7-Zip here. It doesn't need to be installed and should be able to open anything.
 

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by Baŝto » Sun Jan 15, 2012 13:44

Zarberman wrote:i dont have a mac or linux and i cant install programs because my computer will not let me so i need .zip

How did you install minetest-c55?
 

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by jordan4ibanez » Mon Jan 16, 2012 01:31

done a review on it
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by Jordach » Fri Jan 27, 2012 20:56

does not work for newest windows build.

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My image and media server is back online and is functioning as normal.
 

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by Jeija » Fri Jan 27, 2012 20:59

OK, let me try to update it....
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by Jordach » Fri Jan 27, 2012 21:01

it just crashed becuase of some reason,

to remove blocks or arrows stuck in blocks at crash:

ensure you have dynamite by nemo08 installed (does work)

set the tnt against the unknown block/tool then run.

the item will blow up and cannot be recovered, this happened to another mod, and currently is the only way to kill it, mining does not work either.

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My image and media server is back online and is functioning as normal.
 

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Jeija
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by Jeija » Fri Jan 27, 2012 21:09

???
This has nothing to do with nemo08's dynamite mod. I know what's wrong and I'm fixing it.
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by Jordach » Fri Jan 27, 2012 21:13

although its good for killing those damn unknown blocks.

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My image and media server is back online and is functioning as normal.
 

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