migration to 5.0 notes add
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NOTES.md
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NOTES.md
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### migration to mt 5.0/5.2
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There are the issues Tignasse Verte mentionned: Adding `placer` in `register_functions.lua`
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and replacing the two occourances of `nodeupdate` with `minetest.check_for_falling`.
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Other changes are necessary because I changed (and had to change) quite a lot
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in `mg_villages` internally recently. If you want to get further with running
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the game under newer versions of MT, replace the versions of `cottages`, `handle_schematics`
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and `mg_villages` AdventureTest comes with with the newest versions.
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Then, remove the line `mg_villages.on_generated(minp,maxp,seed)` in
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`adventuretest/register_functions.lua`. This may have an impact on quests the
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old explorer is handling out, but if you ignore these for now, the world ought to be usable.
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Comment out the file/content of `mg/fill_chests.lua` for now as that requires
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a few adjustments for filling the chests with the right content, and that's a bit
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too much to write here in an inconvenient forum post.
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You won't see any villagers spawning because their spawn blocks are not placed.
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My first attempts there ended in a severe overcrowding of villagers. Needs
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finetuning/understanding what BrandonReese did to keep it balanced. But then,
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this seems to be an open issue on Github as well...
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Mobs will likely not work very well. A lot changed regarding them.
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They certainly could use an update as well - as could the goblins. I'm sure the witches
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from the same modder would feel welcome in the AdventureTest universe, too.
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###### now the changes in fact:
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DFeniks wrote:
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2020-01-07 10:02:08: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'default' in callback item_OnPlace(): ...enturetest/mods/adventuretest/register_functions.lua:101: attempt to index local 'placer' (a nil value)
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Reason on server-side :
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Here are the changes made on server-side, concerning item_OnPlace, for the 5.X.X :
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https://dev.minetest.net/Changelog,
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0.4.16 → 5.0.0 , Released March 4th 2019 / Server-side / User interface / Items
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Set placer to nil instead of a non-functional one in item_OnPlace (DTA7)
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Here is why, you may have a nil placer. One issue had been logged :
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https://github.com/minetest/minetest/issues/6487
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place_node crashes the game because of nil player #6487
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Here is the commit corresponding :
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https://github.com/minetest/minetest_game/pull/1907/commits/73c5339adb8ff93328f5439bf842767b71e0ce6c
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Add nil checks for placer #1907
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Reason in the mod :
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For Adventure Test, in `dungeons.lua`, you have line 33 a `minetest.register_on_generated()`,
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in it, you have, line 161, a call of `minetest.place_node()`.
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In `register_functions.lua`, you have a `minetest.register_on_placenode(adventuretest_placenode)`,
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so the call of `place_node()` redirect to `adventuretest_placenode()`.
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In the commit, I have found an example of change (a nil check) that can be done
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in `adventuretest_placenode()`.
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What to do :
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Go to :
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games\adventuretest\mods\adventuretest
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There, change the file :
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`register_functions.lua` replace the line 101 (`if placer:is_player() then`) with :
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```
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if placer and placer:is_player() then
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```
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0.4.16 → 5.0.0 :
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`nodeupdate()` was removed. Fix: replace with `minetest.check_for_falling`.
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In Adventuretest I have found 2 calls of `nodeupdate()` (may be there is more).
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When it have been called, I got a crash :
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`AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback LuaABM::trigger(): ...32\bin\..\games\adventuretest\mods\default/functions.lua:385: attempt to call global 'nodeupdate' (a nil value)`
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What to do :
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Change the file
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`games\adventuretest\mods\default\functions.lua`
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replace the line 385 (nodeupdate(p0)) with :
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`minetest.check_for_falling(p0)`
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Then, change the file `games\adventuretest\mods\doors\init.lua` replace the line 374 with :
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`minetest.check_for_falling({x = pos.x, y = pos.y + 1, z = pos.z})`
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### Fiel of view for monsters vs characters
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