[WIP] Time Travel (name subject to change) [time_travel]

slemon
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by slemon » Sat Jan 09, 2016 18:53

iangp wrote:Ah yes but for Time Travelling nodes isn't necessary all this work... Minetest has a built-in function:
"minetest.rollback_revert_actions_by" so we can back on time... I already tested but I don't implemented yet because I need a efficient way to save the player position...
also it's possible backup the "map.sqlite" file "manually" (reading bytes and writing on other file... and then switch them)
But thanks for your suggestion!

Well if you are going to use rollback, you won't to be able to play in different times simultaneously (in multiplayer)
 

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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Sat Jan 09, 2016 19:41

hmmmm probably...
I was thinking in play in only one world line (of multiples) at a determined point in time, and not multiple players in multiple points in time at once.
There's a little issue with that: Players can talk with any other players in a different "time" on chat XD
my priority is follow the logical (also some limitations) of the anime Steins; Gate...
Perhaps, I can incorporate other theories of time traveling further that could use your suggestion...
You make me curious about how would be a game like that hehe different times simultaneously...
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by slemon » Sat Jan 09, 2016 21:01

iangp wrote:different times simultaneously...

It might also be possible to add multiple time lines and play them at the same time. HAHAHAHA
 

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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Wed Jan 13, 2016 23:52

UPDATE:
Bug when pausing the video was fixed now
I've implemented a 4 Bytes hash /(*o*)/
just a simple one but it worked pretty well...
Theres "no way" (yet) to pause the sound at a determined point...
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by mahmutelmas06 » Thu Jan 14, 2016 00:30

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
2016-01-14 02:28:00: WARNING[Server]: Undeclared global variable "DATABASE" accessed at D:\Oyun\Kurulan\Minetest\bin\..\mods\time_travel/phone.lua:136
2016-01-14 02:28:00: ERROR[Main]: ServerError: Lua: Runtime error from mod 'time_travel' in callback on_joinplayer(): D:\Oyun\Kurulan\Minetest\bin\..\mods\time_travel/phone.lua:136: attempt to index global 'DATABASE' (a nil value)
2016-01-14 02:28:00: ERROR[Main]: stack traceback:
2016-01-14 02:28:00: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\time_travel/phone.lua:136: in function 'toregister'
2016-01-14 02:28:00: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:154: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:150>
2016-01-14 02:28:00: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\builtin\game\register.lua:360: in function <D:\Oyun\Kurulan\Minetest\bin\..\builtin\game\register.lua:340>
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Thu Jan 14, 2016 10:34

Thank you for report,
can you give me more informations?
That happens on the first run?
Because here on my Notebook still working...
Did you get the latest version?

EDIT: Try erase these files from your world folder (they are created by my mod and they can be outdated):
world_line.txt
timetravel_phone_database.txt
timetravel_video_galery.txt
Note that any message that you have sent previously (w that mod) will be erased.
EDIT2: I have emulated that problem deleting only when I delete the *database*.txt...
Now I'm working in a fix...
EDIT3: I know what is going on here,
It's because on_join function goes first than the load the database (That are wrong hihi)
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Thu Jan 14, 2016 17:13

@mahmutelmas06 I think that is now fixed... thank you again for report the bug!
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by mahmutelmas06 » Thu Jan 14, 2016 21:36

Nice to see that you have released fix but still i have the error.
I have created a new world.
I have activated only your mod.
When i start the game after loading nodeboxes game crashes before begin.
I use the latest build by stfan5


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
-------------

2016-01-15 00:07:43: [Main]: Automatically selecting world at [D:\Oyun\Kurulan\Minetest\bin\..\worlds\dunyam]
2016-01-15 00:07:43: ERROR[Main]: Irrlicht: Switch to fullscreen: The graphics mode is not supported.
2016-01-15 00:07:50: WARNING[Main]: BanManager: creating D:\Oyun\Kurulan\Minetest\bin\..\worlds\fsadfdf\ipban.txt
2016-01-15 00:07:50: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-01-15 00:07:53: ERROR[Main]: generateImage(): Could not load image "timetravel_microwave_front_on.png" while building texture
2016-01-15 00:07:53: ERROR[Main]: generateImage(): Creating a dummy image for "timetravel_microwave_front_on.png"
2016-01-15 00:07:55: ERROR[CurlFetch]: servers.minetest.net/announce not found (Timeout was reached) (response code 0)
2016-01-15 00:07:58: WARNING[Server]: Undeclared global variable "DATABASE" accessed at D:\Oyun\Kurulan\Minetest\bin\..\mods\time_travel/phone.lua:198
2016-01-15 00:07:58: ERROR[Main]: ServerError: Lua: Runtime error from mod 'time_travel' in callback on_newplayer(): D:\Oyun\Kurulan\Minetest\bin\..\mods\time_travel/phone.lua:198: attempt to index global 'DATABASE' (a nil value)
2016-01-15 00:07:58: ERROR[Main]: stack traceback:
2016-01-15 00:07:58: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\time_travel/phone.lua:198: in function 'toregister'
2016-01-15 00:07:58: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:154: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:150>
2016-01-15 00:07:58: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\builtin\game\register.lua:361: in function <D:\Oyun\Kurulan\Minetest\bin\..\builtin\game\register.lua:341>
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Thu Jan 14, 2016 22:25

I also... but i already make it work
so please try redownload now...

Is the mod working now?
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by mahmutelmas06 » Thu Jan 14, 2016 22:44

Now it starts well.
I didnt try all functions but game starts.
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Thu Jan 14, 2016 22:48

:D good!
Thanks a lot again...
Well try open the main screen of the phone...
And if you get some blank things in the video galery it's just because I don't upload these textures because aren't my *property and I just used for tests...
Last edited by iangp on Sun Jan 17, 2016 15:53, edited 1 time in total.
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by mahmutelmas06 » Fri Jan 15, 2016 11:17

I dont know if this is a bug but when i rightclick to micravawe...

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
2016-01-15 13:13:43: ERROR[Main]: Access denied. Reason: Kicked: Time Traveller, please log again!!!
2016-01-15 13:13:49: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition


and kicks me out of the game
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[DELETED]

by Rui » Fri Jan 15, 2016 11:27

[DELETED]
Last edited by Rui on Fri Nov 04, 2016 13:28, edited 1 time in total.
 

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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Fri Jan 15, 2016 11:59

@mahmutelmas06 as Rui said this is "normal" hehehehe I'm working to do something better...
When you are kicked out, the numbers on display changes, I've search how to update these numbers... I think I should see the code of signs (the mod, not the default) that shows characters and change them in-game, without this "ugly hack"
@rui
OH This shows a reconnect option!!!! LOL I missed that.

Thank you both.
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Fri Jan 15, 2016 14:22

UPD8:
I saw the code of "signs[2]" and applied the same... I use partially nodeboxes and partially entities.
The result: Now we can update the display on real time...
I'm really excited for start to code the time travel...but first things first...
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by Hybrid Dog » Fri Feb 05, 2016 15:33

You could make every object dropped into the microwave green, just execute their settexturemod to colorize it green and maybe add a mask (idk what mask does exactly)
https://github.com/minetest/minetest/bl ... .txt#L2573
https://github.com/minetest/minetest/bl ... i.txt#L352
 

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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Fri Feb 05, 2016 22:00

I was searching for it and nothing returned yet...
[and that "settexturemod(mod)", what is this "mod" in the argument?]
It's a nice idea... but when I pick up the item, probably, I will get the original item, with the original color again...
and I wanna eat gelnanas also XD !
------------------------------------------------
Off: interests: a green base64 image
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by Hybrid Dog » Sat Feb 06, 2016 07:54

https://github.com/HybridDog/nuke/blob/ ... #L538-L542
the nuke mod uses settexturemod

Maybe could also copy parts (no on_step, on_punch, etc.) of the entity's definition (and the changed properties of the object) and give them to a dummy entity.

A green base64 image:
iVBORw0KGgoAAAANSUhEUgAAABAAAAAQBAMAAADt3eJSAAAAGFBMVEUAwABEswAAzgBEvQBExwAA
3ABZ6llZ/1kOfgo6AAAAY0lEQVQI1w2NSwoDUQgEawSzHnKCxuA+R5FHTO5/kzS6KPxUQxBdKTY2
+rSIuKLeMpAL+mLiNEO/QtsfQ7mlQdzNraT8W2UYF8dAPJRTogjlD3hO4Rxnjc1jK+H95WMPrcv9
AxM4Dp7yOS8KAAAAAElFTkSuQmCC

mark this (mouse), then run following command in a terminal:
xsel -o | base64 -d > tmp.png
 

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Re: [WIP] Time Travel (name subject to change) [time_travel]

by iangp » Sat Feb 06, 2016 12:04

https://github.com/HybridDog/nuke/blob/ ... #L538-L542
the nuke mod uses settexturemod

Mod is modifier (a filter), now I understand, thanks.
Maybe could also copy parts (no on_step, on_punch, etc.) of the entity's definition (and the changed properties of the object) and give them to a dummy entity.

I'm thinking on another idea (a fork of yours):
The microwave drop the gel-thing (with the color changed as you have suggested) and I change the item that are returned when you punch this item:
A dummy gelatinous item (Something like that: You see the gelatinous item with your original form but when you touch it the item turns into slime)

------------------------------
xsel -o cool, a new command for me, it's get what is selected !
base64 -d (decode) > (a pipe) img.png (output file)
I used the built-in support on the web browser XD your way it's more cool
The result looks like a slime :D
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Re: [WIP] Time Travel (name subject to change) [time_travel]

by Hybrid Dog » Sat Feb 06, 2016 13:53

btw: ppm images can be written by hand, e.g.
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
P3
1
1
255
1 255 1

This is a fairly green 1x1 picture.
If you simulate compressing (to make them green) ppm images, you could change red to red%64, green to 192+green%64 and blue to blue%64, the rest (P3, resx, resy and colour_count) is kept.
 

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