[Mod] X Bows [x_bows]

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SaKeL
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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Update

* add support for skinsdb
* bugfix when 3d quiver didnt update on inventory take
* add setting to disabled 3d quiver

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Re: [Mod] X Bows [x_bows]

by Niden » Post

SaKeL wrote:
Tue Nov 01, 2022 13:21
Update

* add support for skinsdb
* bugfix when 3d quiver didnt update on inventory take
* add setting to disabled 3d quiver
Hi, i got error

Code: Select all

2022-11-02 01:20:19: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'x_bows' in callback environment_Step(): /minetest/bin/../mods/x_bows/api.lua:2373: attempt to call field 'get_textures' (a nil value)
2022-11-02 01:20:19: ERROR[Main]: stack traceback:
2022-11-02 01:20:19: ERROR[Main]: 	/minetest/bin/../mods/x_bows/api.lua:2373: in function 'func'
2022-11-02 01:20:19: ERROR[Main]: 	/minetest/bin/../builtin/common/after.lua:20: in function '?'
2022-11-02 01:20:19: ERROR[Main]: 	/minetest/bin/../builtin/game/register.lua:422: in function </minetest/bin/../builtin/game/register.lua:406>
2022-11-02 01:20:19: ERROR[Main]: stack traceback:


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SaKeL
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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

@Niden was that with skinsdb? What you were doing before the crash? Do you know how to reproduce it?

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SaKeL
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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Nevermind, forgot that you are not using any of the builtin MTG mods seems like :)

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Update

* add checks for player_api as optional dependency - needed for 3d quiver
* fix bug - bow never wears out

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SaKeL
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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Update

* add x_enchanting support for bows
* add bow enchantments: power, punch, infinity

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Wuzzy
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Re: [Mod] X Bows [x_bows]

by Wuzzy » Post

Pretty impressive how well this mod works. Sounds, particles, bow physics. Really well made!

I've nominated this for the Sammy Awards 2022. Good luck!
viewtopic.php?f=3&t=28695

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Wuzzy wrote:
Mon Nov 14, 2022 21:34
Pretty impressive how well this mod works. Sounds, particles, bow physics. Really well made!

I've nominated this for the Sammy Awards 2022. Good luck!
viewtopic.php?f=3&t=28695
Wow thanks Wuzzy!

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

@Wuzzy consider leaving a review, that would help a bunch!

Image

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Re: [Mod] X Bows [x_bows]

by ronoaldo » Post

Loved this mod, congrats! One thing I noticed is that, when this mod is active, some other mods behave strangely.

I have this on my server, Mercurio, and it has the following issues:
1. It has a weird interaction with the xdecor mod, so when the player sits on a char it behaves buggy.
2. It has a weird interaction with several animation mods, more specifically, with the fly swim mod for 3d_armor. All animations get buggy.

I would recommend not including the file skinsdb_3d_armor_character_5.b3d as it overrides the original one on top of which all animation related mods work. I also noted that it shows the quiver in a very strange way if that setting is active, like, if the player has no quiver it still shows a random texture in the back of the player, occasionally.

For now I have removed the file and disabled the show quiver setting and now it seems to be properly working with all the other mods.
Servers: Mercurio | Tools: ContentDB CLI | Mods: minenews

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Re: [Mod] X Bows [x_bows]

by rabenkind » Post

Hello!

Code: Select all

ServerError: AsyncErr: Lua: Runtime error from mod 'x_bows' in callback environment_Step(): ...aster/bin/../games/minetest_game/mods/player_api/api.lua:100: assertion failed!
ERROR[Main]: stack traceback:
ERROR[Main]:       [C]: in function 'get_player_data'
ERROR[Main]:       ...aster/bin/../games/minetest_game/mods/player_api/api.lua:100: in function 'get_textures'
ERROR[Main]:       ...rabe/Minetest/minetest-master/bin/../mods/x_bows/api.lua:2497: in function 'func'
ERROR[Main]:       ...Minetest/minetest-master/bin/../builtin/common/after.lua:20: in function <...Minetest/minetest-master/bin/../builtin/common/after.lua:5>
ERROR[Main]:       ...inetest/minetest-master/bin/../builtin/game/register.lua:446: in function <...inetest/minetest-master/bin/../builtin/game/register.lua:432>
I had this error 3-4 times before but now i think its time to look after it. It killed the server again. I've looked into it but as often no idea why ore what is causing this. Any help would be nice.

Thanks rabe

ps all mods are current and MT is 5.7-rc1
pps The quiver is a fragmented ugly texture on the back of the player. Often looking like something that the player last used. Like a carrot or a bread. Thats until you deploy the quiverslot with the quiver-item.

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Hi rabekind, thanks for reporting, the issue is indeed with the 3d quiver, as x_bows support some mods what are overriding the player mesh model there are waaaay too many other mods what are doing the same. So it depends on what mods are you using on your server. If there is a strong support from the community I can expand the compatibility for 3d quiver with other mods, but to be safe if you are experiencing issues like you mentioned I would disable the 3d quiver from the settings. This would no show any 3d quiver on the player model what is purely cosmetic while the bow/quiver functionality would not change. Let me know if that helps to resolve your issue.
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Re: [Mod] X Bows [x_bows]

by rabenkind » Post

Hello SaKeL!

thx for your advice. I disabled that in minetest.conf. If it happens again i will tell it here.

Regarding the many mods that overriding the model you mean such mods as 3d_armor and skinsdb i guess?
Maybe also wielded_light.
Other mods like offhand and controls i added later and the error was there before.
Thats all mods i think that deal with the model. But not sure. ;-)

Anyway i like your mod. The error is not often and the server restarts flawlessly under the control of systemd. (Debian GNU Linux) So not a real problem. But yesterday i thought it would be good to tell it here.

greetz rabe

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Sounds good and thank you for mentioning it I encourage everyone to mention any issues, only this way the mod will improve and will provide the best game play experience ;)

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Re: [Mod] X Bows [x_bows]

by OgelGames » Post

FYI, this part of your mod's code can cause other mods to break, and from a quick look through the code it seems like it isn't even needed: https://bitbucket.org/minetest_gamers/x ... ines-19:25

See also: https://github.com/mt-mods/pipeworks/issues/97
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Re: [Mod] X Bows [x_bows]

by Lord_Narkissos » Post

I think this mod needs an update to go with 3D Armor. Reason why I say that is because whenever I try using this mod with 3D Armor in other games, it just says something about a "boolean value". How do I fix this?
I know no one cares, so I just take matters into my own hands....

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Re: [Mod] X Bows [x_bows]

by Blockhead » Post

Lord_Narkissos wrote:
Wed Dec 20, 2023 20:57
I think this mod needs an update to go with 3D Armor. Reason why I say that is because whenever I try using this mod with 3D Armor in other games, it just says something about a "boolean value". How do I fix this?
Update both mods, and if you still get the error, please copy and paste the entire error message you get from the error screen into the forums here, or at least take a screenshot. There's no way to know where the error is happening in the code otherwise.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Mod] X Bows [x_bows]

by Jackknife » Post

Will crossbows be added eventually?

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Blockhead wrote:
Thu Dec 21, 2023 02:14
Lord_Narkissos wrote:
Wed Dec 20, 2023 20:57
I think this mod needs an update to go with 3D Armor. Reason why I say that is because whenever I try using this mod with 3D Armor in other games, it just says something about a "boolean value". How do I fix this?
Update both mods, and if you still get the error, please copy and paste the entire error message you get from the error screen into the forums here, or at least take a screenshot. There's no way to know where the error is happening in the code otherwise.
+1

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Jackknife wrote:
Sun Feb 04, 2024 18:29
Will crossbows be added eventually?
They can be added but what would be the difference between bow and crossbow?

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Re: [Mod] X Bows [x_bows]

by Jackknife » Post

I think crossbows have a longer range and they use a different type of arrow.

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

Doesn't sound like worth the effort of creating a whole new tool with arrows just to have a longer range :)

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Re: [Mod] X Bows [x_bows]

by Jackknife » Post

SaKeL wrote:
Sun Feb 11, 2024 18:42
Doesn't sound like worth the effort of creating a whole new tool with arrows just to have a longer range :)
Or have durability more than a bow as well.
But yeah that’s probably not worth all the effort
Anyway.

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Re: [Mod] X Bows [x_bows]

by SaKeL » Post

I would be easier to use the xbows api and add it x_bows extras mod (or any mod) as another variation of the bow...maybe ill add it there

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Re: [Mod] X Bows [x_bows]

by adikalon » Post

After death, arrows remain in the inventory (unified inventory), but should drop next to the bones
cdb_a4464263c7b3

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