[Modpack] 3D Armor [0.4.8] [minetest-3d_armor]

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stu
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by stu » Sat Jun 08, 2013 17:13

Zeg9 wrote:
stu wrote:
Zeg9 wrote:Please merge this to make it compatible with inventory++:
https://github.com/stujones11/minetest-3d_armor/pull/2


Done!

Thanks ! By the way, would your commit (you know, the one reverted :/) fix the problem with "HD" skins ?

Yes, the wieldview model would have a separate UV for skin, armor, wielditem & shield so they could all be completely different resolutions.
Last edited by stu on Sat Jun 08, 2013 17:15, edited 1 time in total.
 

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by Zeg9 » Sat Jun 08, 2013 17:17

stu wrote:
Zeg9 wrote:
stu wrote:
Done!

Thanks ! By the way, would your commit (you know, the one reverted :/) fix the problem with "HD" skins ?

Yes, the wieldview model would have a separate UV for skin, armor, wielditem & shield so they could all be completely different resolutions.

You should reopen the pull request, since now we're sure the problem is coming from Pavel_S's model (aren't we?).
Last edited by Zeg9 on Sat Jun 08, 2013 17:17, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by stu » Sat Jun 08, 2013 17:24

Zeg9 wrote:You should reopen the pull request, since now we're sure the problem is coming from Pavel_S's model (aren't we?).


I am as sure as I can be without seeing his .blend files. It does not seem to break any other models. I will re-open the pull request once I have done some more tests with other existing mods. There probably needs to be some entity modelling guidelines written in lua_api.txt
Last edited by stu on Sat Jun 08, 2013 20:23, edited 1 time in total.
 

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by Sokomine » Sat Jun 08, 2013 20:24

It will get intresting if mobs (those from sapiers animals mod) can wear that armor. Might look decorative on them and offer new ways of equipping towns/buildings with...er...living decoration :-) On more adventure-based worlds, they could handle out quests.
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by Josh » Sun Jun 09, 2013 02:56

This should be added to deafult if we got mobs in the future, otherwise this is useless in the deafult game (unless you have a Mobs mod)
 

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by addi » Sun Jun 09, 2013 04:15

no you dont need mobs, it protects also falling, fire, and lava, and the damage of other players (surival)
so its also very usefull without mobs

Sokomine wrote:It will get intresting if mobs (those from sapiers animals mod) can wear that armor. Might look decorative on them and offer new ways of equipping towns/buildings with...er...living decoration :-) On more adventure-based worlds, they could handle out quests.

yes a fighting "home wolf" that attacks other people if they are too near to the house wuld be great :-)
 

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by stu » Sat Jun 22, 2013 18:47

Mod updated!
 

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by Jordach » Sat Jun 22, 2013 21:37

stu wrote:Mod updated!
With what? A changelog would've been nice.

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by BrandonReese » Sat Jun 22, 2013 21:39

Jordach wrote:
stu wrote:Mod updated!
With what? A changelog would've been nice.


It's in the first post
 

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by stu » Sat Jun 22, 2013 22:06

BrandonReese wrote:
Jordach wrote:
stu wrote:Mod updated!
With what? A changelog would've been nice.


It's in the first post


Sorry, forgot to mention that. I also forgot to update the version number in the topic subject title, now fixed.
 

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by Mito551 » Sat Jun 22, 2013 23:03

stu wrote:Armor has been given a true 3d appearance.

nice!
stu wrote:Added boots and removed shields.

why did you remove shields? they were truly nice and unique! if you could make a version with shields, or at least add shields as a separate mod, that would be great.
 

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by ndjdjksisksk » Sat Jun 22, 2013 23:09

Mito551 wrote:
stu wrote:Armor has been given a true 3d appearance.

nice!
stu wrote:Added boots and removed shields.

why did you remove shields? they were truly nice and unique! if you could make a version with shields, or at least add shields as a separate mod, that would be great.

yeah the sheilds were awesome why get rid of them i agree with mito.
nvm about me leaving minetest but i probably will for a while because i have nothing to do in this comunity becaise i can't make a server. my username is going to change i will make a new acount called stormchaser3000
 

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by Inocudom » Sun Jun 23, 2013 02:13

I too would like for the shields to return. They distinguish the armor of this mod from what is found in Minecraft.
 

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by Zeg9 » Sun Jun 23, 2013 08:38

Please add the shields back :'(
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by BlockMen » Sun Jun 23, 2013 09:17

I prefer the suggestion to add the shields as seperate mod (or mod extension).

The boots are great and suits the player better.


Good work and awesome Mod btw!
+1
 

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by Jordach » Sun Jun 23, 2013 12:35

Have the shields and boots. Everyone wins.

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by pandaro » Sun Jun 23, 2013 13:02

Jordach wrote:Have the shields and boots. Everyone wins.


+1
sorry for bad english
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by Zeg9 » Sun Jun 23, 2013 16:24

Jordach wrote:Have the shields and boots. Everyone wins.

Of course, I don't think anyone wanted to remove the boots anyway...
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by stu » Sun Jun 23, 2013 18:39

Wow, I didn't expect such a reaction from removing the shields. I will add them back again asap.
BlockMen wrote:I prefer the suggestion to add the shields as seperate mod (or mod extension).

The boots are great and suits the player better.

I agree with these comments. Personally, I think it should be one or the other but then it's not all about what I want.
The best solution is to add them back as a seperate mod that can be simply deleted if not required, shouldn't be too difficult just a bit of a PITA re-doing all the UV mapping...again.

Thank you all for your comments.
 

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by Mito551 » Sun Jun 23, 2013 23:28

stu wrote:Wow, I didn't expect such a reaction from removing the shields. I will add them back again asap.
BlockMen wrote:I prefer the suggestion to add the shields as seperate mod (or mod extension).

The boots are great and suits the player better.

I agree with these comments. Personally, I think it should be one or the other but then it's not all about what I want.
The best solution is to add them back as a seperate mod that can be simply deleted if not required, shouldn't be too difficult just a bit of a PITA re-doing all the UV mapping...again.

Thank you all for your comments.


great! thank you!
 

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by addi » Mon Jun 24, 2013 04:08

Armor has been given a true 3d appearance. - hmm ok
Added boots and removed shields. - added boots is ok but do you realy need it? and why have you removed the schields?
Added diamond armor. - diamond armor is a bit unrealistic isnt it?
Removed more_armor mod. - why? mithrill is more realistic than the diamond one

Major overhaul of the codebase, hopefully making this modpack a lot more server-friendly.
Should cause very little (if any) server lag, please let me know if you find otherwise.
- ok this is the only reason why i thougt over an update

there are too much "features" that i dont want. :( so i keep at the old version
 

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by Inocudom » Mon Jun 24, 2013 04:19

addi wrote:Armor has been given a true 3d appearance. - hmm ok
Added boots and removed shields. - added boots is ok but do you realy need it? and why have you removed the schields?
Added diamond armor. - diamond armor is a bit unrealistic isnt it?
Removed more_armor mod. - why? mithrill is more realistic than the diamond one

Major overhaul of the codebase, hopefully making this modpack a lot more server-friendly.
Should cause very little (if any) server lag, please let me know if you find otherwise.
- ok this is the only reason why i thougt over an update

there are too much "features" that i dont want. :( so i keep at the old version


I myself like the mithril armor, as it gives mithril a true reason to exist (gold armor could be made too.)

Moreore's silver, tin, and mithril could be added to the base game one day, as they would give players more variety in terms of ores (this would also make it easier to support mithril armor, which could be stronger than diamond armor.)
Last edited by Inocudom on Mon Jun 24, 2013 04:25, edited 1 time in total.
 

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by Linxx » Mon Jun 24, 2013 04:57

Inocudom wrote:
addi wrote:Armor has been given a true 3d appearance. - hmm ok
Added boots and removed shields. - added boots is ok but do you realy need it? and why have you removed the schields?
Added diamond armor. - diamond armor is a bit unrealistic isnt it?
Removed more_armor mod. - why? mithrill is more realistic than the diamond one

Major overhaul of the codebase, hopefully making this modpack a lot more server-friendly.
Should cause very little (if any) server lag, please let me know if you find otherwise.
- ok this is the only reason why i thougt over an update

there are too much "features" that i dont want. :( so i keep at the old version


I myself like the mithril armor, as it gives mithril a true reason to exist (gold armor could be made too.)

Moreore's silver, tin, and mithril could be added to the base game one day, as they would give players more variety in terms of ores (this would also make it easier to support mithril armor, which could be stronger than diamond armor.)

what about using mithril as re-enforcement for the armor for example you can mix mithril and iron armor to make iron armor+ instead of adding a new type of armor?
 

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by Zeg9 » Mon Jun 24, 2013 10:46

addi wrote:Added diamond armor. - diamond armor is a bit unrealistic isnt it?
Removed more_armor mod. - why? mithrill is more realistic than the diamond one

+1 but mithril should be in minetest_game and mithril armor in the main armor mod.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by stu » Mon Jun 24, 2013 18:39

Shields have now been re-included as a separate mod.

addi wrote:Armor has been given a true 3d appearance. - hmm ok
Added boots and removed shields. - added boots is ok but do you realy need it? and why have you removed the schields?
Added diamond armor. - diamond armor is a bit unrealistic isnt it?
Removed more_armor mod. - why? mithrill is more realistic than the diamond one

there are too much "features" that i dont want. :( so i keep at the old version


I am sorry that you feel that way addi, I didn't think there would be many people still using moreores since most of them are now part of minetest_game. Version 0.2.3 of 3d_armor is still available as a branch on my github, however, I would recommend using the new version if you can. It really wouldn't be hard to edit 3d_armor/init.lua and subsitute diamond armor with mithril armor, in fact the old more_armor mod could probably still be used with current version, although I haven't tried that.
Last edited by stu on Mon Jun 24, 2013 18:40, edited 1 time in total.
 

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by Mito551 » Mon Jun 24, 2013 18:48

you could make mithril armor for dwarves. just saying.
 

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by stu » Mon Jun 24, 2013 19:04

Mito551 wrote:you could make mithril armor for dwarves. just saying.

I love your dwarves game mito and would happily maintain a branch of 3d_armor especially for it. Please let me know exacty what you would like to be added/modified/removed and I will do that for you.

Edit: I just realized that I forgot include a craft registration for the diamond shield, fixed in current git.
Last edited by stu on Mon Jun 24, 2013 19:42, edited 1 time in total.
 

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by Mito551 » Mon Jun 24, 2013 20:11

sounds great! actually, see for yourself. there's a number of materials you can use to make armor. ebony, mithril. you could also add jewelry as I have gold pieces and gems.

i was thinking of dwarves game as a new standart, different from minetest_game. like people would make mods for dwarves the way they make them for minetest. well, it didn't work out as well as i expected, but i'm glad that you would make a mod for dwarves. so, I'm most grateful.
 

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by Ginsu23 » Mon Jul 01, 2013 02:27

I am having a problem where I can't equip shields. It was working fine for a while but then I loaded the game again and the shield slot disappeared. I didn't change anything about the mods or game files. What happened. I think the equip slots go like this:

Helmet
Chestpiece Shield
Leggings
Boots

Except on my game the shield slot disappeared. WTF.
 

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by stu » Mon Jul 01, 2013 18:05

Ginsu23 wrote:I am having a problem where I can't equip shields. It was working fine for a while but then I loaded the game again and the shield slot disappeared. I didn't change anything about the mods or game files. What happened. I think the equip slots go like this:

Helmet
Chestpiece Shield
Leggings
Boots

Except on my game the shield slot disappeared. WTF.

I can only think that the shields are loading first then being overwritten by the armor, but this really should not be possible since shields depend on armor. First I would try downloading the mod again and re-installing it, if that fails then let me know.

If you are able, there are a couple of things I would suggest you try.

first try adding unified_skins & inventory_plus to the shields dependencies: shields/depends.txt so it looks like this
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
default
inventory_plus
unified_skins
3d_armor


Also you could try increasing the delay in shields formspec: shields/init.lua (line 50, near the bottom) find this code and change the 0 to 1.
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
minetest.after(0, function()

I would be very interested to hear if any of these suggestions work for you. In the meantime I will try to reproduce this problem in my own game.

Edit: Looking again at the code, if shelds were to load before armor it should actually crash (table expected, got nil) so I doubt it can be that afterall. If this is a miltiplayer game then try using a different player name, if singleplayer then try creating a new world.
Last edited by stu on Mon Jul 01, 2013 18:48, edited 1 time in total.
 

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