My fork - ownership of blocks, clans, teleports

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Melkor
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by Melkor » Wed Nov 23, 2011 05:15

I hope this inplementaton don't kill the use of minecarts even before they get implemented too. Teleport should not be easy to create, maybe using a new and rare material? Just my opinion :)
 

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Menche
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by Menche » Wed Nov 23, 2011 06:15

Teleports aren't easy to create. They require 8 steel blocks, which require 9 steel ingots each. So to get a pair of teleports you need 72 iron ore, as well as a block of mese. I think they should be easier, you would still need to transport things in the minecarts right? Disabling flying would also make it much harder to gather all that iron and mese.
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Melkor
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by Melkor » Wed Nov 23, 2011 07:32

You are right about disabling the fligth mode, that make a difference, but is still easy find iron and coal, you don't really need to go underground. Just for looking in the walls of a mountain is possible find tons of them. Sometimes if you are lucky, you can even find MESE in the surface close to the spawn point! See the video post in the c55 blog, that guy -sirshadowwhatever- find, just walking, 5 or 3 MESE blocks (im not sure) in a small lake
 

hijera
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by hijera » Wed Nov 23, 2011 18:29

the one of the problem is that server works only with player coords now - it don't know acceleration of player , only its coordinates. It helps player to change coords without any prevention.
 

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RAPHAEL
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by RAPHAEL » Tue Nov 29, 2011 23:08

Well first time me testing this on the public server... rather nice but I do have some "suggestions".

Slow down the flight. Too fast.
Change the textures to something that looks nicer.
That is all for now lol
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
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Staffs
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by Staffs » Wed Nov 30, 2011 14:46

RAPHAEL wrote:Well first time me testing this on the public server... rather nice but I do have some "suggestions".

Change the textures to something that looks nicer.

Bllshit the textures pwn.
Anyways to jochoo sry if i spell wrong anyways i think now all mods have to be lua scripted and not c++ check out celerons blog it says adding lua for modding .
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celeron55
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by celeron55 » Wed Nov 30, 2011 15:12

I would be glad if Jachoo would try implementing this stuff using the modding API and report back to me if the API lacks some necessary functions or features to make it possible (so I can add them).
 

jachoo
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by jachoo » Wed Nov 30, 2011 15:58

Damn. So much code must go to trash :/
 

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RAPHAEL
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by RAPHAEL » Wed Nov 30, 2011 20:48

jachoo wrote:Damn. So much code must go to trash :/

Sounds to me like mods a comin!
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
 

jachoo
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by jachoo » Sat Dec 03, 2011 16:04

Blah.

Nowai.

Without client support clans and teleports sucks.

I don't really know what to do now. Shall I implement as much as it is possible now in Lua and leave the rest in code?
 

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LolManKuba
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by LolManKuba » Wed Feb 15, 2012 00:38

I've played this server on your client and the regular client yesterday and some of today but now I can't play, I tried everything, Getting the Jachoo Client, Putting in the password, checking the IP, I litteraly done everything, but I'll still try.
 

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Menche
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by Menche » Wed Feb 15, 2012 01:39

The server probably isn't up anymore; this fork is very old.
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Death Dealer
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by Death Dealer » Sat Feb 18, 2012 17:50

Works for me: ) is the teleporters not lua related?
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Menche
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by Menche » Sat Feb 18, 2012 19:42

Death Dealer wrote:Works for me: ) is the teleporters not lua related?

I meant this fork's multiplayer server. It isn't lua related, this fork was created before the lua api and hasn't been updated.
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Death Dealer
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by Death Dealer » Tue Feb 21, 2012 23:58

oh ya not working for me either. why no update?: (
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jachoo
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by jachoo » Wed Feb 22, 2012 11:49

I'm now working on this: http://c55.me/minetest/forum/viewtopic.php?id=1047

When finished, I plan to port teleports & clans idea to Lua i Minetest 0.4.

Patience ;)
Last edited by jachoo on Wed Feb 22, 2012 11:49, edited 1 time in total.
 

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Death Dealer
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by Death Dealer » Wed Feb 22, 2012 17:32

Ok I'll be patient: ) I really enjoy the server you made: ) your the man!! I'm stoked for mescons and teleporters/portals:3
Last edited by Death Dealer on Wed Feb 22, 2012 18:28, edited 1 time in total.
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jachoo
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by jachoo » Fri Feb 24, 2012 20:09

Alright...

I see that even with my database Lua interface it's quite difficult to implement clans & portals completely in Lua. It would require changes in builtin.lua and some C++ code changes too.

Also, client-side clan's territory protection is impossible from Lua. Clan name can't be displayed. Teleports' names can't be hidden to players.

There are more problems: clans mod must be loaded as a first mod, to make sure that no other mod will interfere with territory protection mechanism.

Summarizing: it's all growing (again!) into a next quite big patchset, not just a mod. IMO it would be better to include clans support in code rather than in lua (just like auth manager and ban manager). Any comments?
 

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RAPHAEL
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by RAPHAEL » Fri Feb 24, 2012 20:30

jachoo wrote:Alright...

I see that even with my database Lua interface it's quite difficult to implement clans & portals completely in Lua. It would require changes in builtin.lua and some C++ code changes too.

Also, client-side clan's territory protection is impossible from Lua. Clan name can't be displayed. Teleports' names can't be hidden to players.

There are more problems: clans mod must be loaded as a first mod, to make sure that no other mod will interfere with territory protection mechanism.

Summarizing: it's all growing (again!) into a next quite big patchset, not just a mod. IMO it would be better to include clans support in code rather than in lua (just like auth manager and ban manager). Any comments?

I agree clans and such is better implemented in code but it needs to allow some modification via mods for future compatibility.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
 

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RAPHAEL
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by RAPHAEL » Mon Feb 27, 2012 04:23

Hate to post again but is there anything currently available for "block ownership"? Just simple block ownership.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
 

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by Jordach » Tue May 15, 2012 18:51

Hmm, I might make a server for this.

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Silverwolf
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by Silverwolf » Tue May 15, 2012 18:55

Menche wrote:The server probably isn't up anymore; this fork is very old.

the server is up still i use it most often XD
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playzooki
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by playzooki » Sun Nov 25, 2012 20:14

I dont really like that any non admin player can kick players from the clan. Not sure about the non admin join either. But apart from that, nice fork!
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