Advanced TNT:tnta MOD

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KGM
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Advanced TNT:tnta MOD

by KGM » Tue Jan 31, 2017 16:32

TNTA MOD DESCRIPTION

NOTE:tnta is very inefficient, due to this, there is a more advanced and muuuuuuuuuuuuuch more efficient version with muuuuuuuuuuch bigger nukes as well(https://forum.minetest.net/viewtopic.php?f=9&t=16768)(but you may have to remove the other or rename one of them)

the tnta mod adds
  1. explosives

  2. flashbombs

  3. smokebombs

  4. gasbombs

  5. fast burning strings

  6. bunkers under -100

  7. higly resistant steelwall

  8. a craftingtable


like when using tnt,
  1. explosives take time until they explode

  2. there is some burning and explosion sound

  3. you can ignite things by punching them with the torch

  4. you can ignite things by connecting them to meseconnetworks at voltage

  5. you can ignite things by placing igniting nodes next to them

  6. flammable nodes sometimes burst into flames when getting hit by an explosion


furthermore,
  1. many different explosives with different ranges, burntimes, damages and extra bombs

  2. not just items and mobs, but also players are blasted away

  3. they are also blasted farther away

  4. much more particles are spawned and they have different nice textures, too

  5. the explosives and the other bombs can be thrown using left click when pointing at nothing(when landed, they ignite automatically

  6. nodes have different blast resistances calculated automatically

  7. flammable nodes sometimes become coal when getting hit by an explosion

  8. the shape of the crater is irregular but a bit spheroid


Here are some pictures explaining more details:
tntacontent.jpg
tntacontent.jpg (936.1 KiB) Viewed 4734 times


Image
Attachments
tnta.zip
(501.35 KiB) Downloaded 131 times
Last edited by KGM on Sat Feb 25, 2017 13:20, edited 3 times in total.
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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azekill_DIABLO
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Re: Advanced TNT:tnta MOD

by azekill_DIABLO » Tue Jan 31, 2017 16:58

explosives take time until they explode
--is written two times




not just items and mobs, but also players are blasted away

items, mobs and players are blasted away stronger
--it's the same thing no?

--you can use f12 to take screenshots of minetest screen only, f1 to hide hud (health hotbar) and f2 to hide chat!


THis looks like a very cool mod!!! it has great particle, nice bombs, not too cheap cratfs and it looks awesome! must try!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: Advanced TNT:tnta MOD

by KGM » Tue Jan 31, 2017 19:07

I'll change that...
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by KGM » Tue Jan 31, 2017 21:07

Thanks!!!
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by Laser0073 » Tue Feb 14, 2017 15:22

THIS IS AWESOME! How did you get the flash grenade effect?! Thanks man!
i5 6500 @3.2GHz, EVGA GTX 960 4GB ssc, 8GB DDR4, ASROCK Pro4S, 128GB.SSD, MT 0.4.15 dev, Ubuntu Studio 16.04LTS
 

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Re: Advanced TNT:tnta MOD

by azekill_DIABLO » Tue Feb 14, 2017 16:31

probably a hud element!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: Advanced TNT:tnta MOD

by KGM » Sat Feb 18, 2017 17:06

Azekill is right
(use lord of the test orc food as example to see how it works)
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by the_raven_262 » Sat Feb 18, 2017 17:12

I love it! :D
But those who wield these tnt's shall be named lag-masters :P
And finally my dream of tnt mining comes true Oo
Image
H-Bomb mining.Questionable efficiency but spectacular nonetheless.
(Added fire to light it up)
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Which roughly translates to "The revolution will be swift and without mercy!"
 

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Re: Advanced TNT:tnta MOD

by KGM » Sun Feb 19, 2017 08:56

I don't know but I think the lag comes from the minetest.set_node() method
(used for the destruction)
during the testing phase,I had bigger explosions but they crashed my computer
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by azekill_DIABLO » Sun Feb 19, 2017 13:43

you know, modifying too much node takes a LOT of ressources... the last version on tnt default mod has a new technic that use less ressources. Do you use this mod or another older mod or your own code?
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: Advanced TNT:tnta MOD

by KGM » Sun Feb 19, 2017 15:21

my mod has no compelling dependencies as I try to avoid them to avoid crashes when other mods are abcent what doesn't mean that there are no extras working when some other mods are installed:

for example If there is no default or no fire mod,
burnable stuff won't burst into flames or coal but simply dissapears instead after an explosion caused by the tnta mod

And yes, I use my own code
(what doesn't mean that I use good code as found in stampy or LOTT MODS as example how to fix some issues)
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by bigfoot547 » Thu Feb 23, 2017 02:08

Many servers met their untimely demise with this mod.
Good job!
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Re: Advanced TNT:tnta MOD

by azekill_DIABLO » Thu Feb 23, 2017 09:30

bigfoot547 wrote:Many servers met their untimely demise with this mod.

That was a big pain for my computer, and i can tell you it's not a weakling.
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: Advanced TNT:tnta MOD

by KGM » Fri Feb 24, 2017 09:25

Well the problem is an mathematical one:
if you increase a distance by 2
areas increase by 4(2*2)
volumina increase by 8(2*2*2)
During the testing phase, I had a bigger radius for my nukes,
but during the first test, my computer got stuck because my ram is to small(1,8GIB)
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by azekill_DIABLO » Fri Feb 24, 2017 12:04

i modified default tnt to make nukes, i think even with a 60 radius my bombs (one i have put 20 of them. so fun!) aren't so laggy. Maybe the number of items generated (because they are not destroyed, they should at least not all appear) adds lags and a high number of entity make the game slower.
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: Advanced TNT:tnta MOD

by azekill_DIABLO » Fri Feb 24, 2017 12:12

when i told you nuke here is my peronal atomic bomb:

BEFORE:
Image

DURING:
Image

AFTER:
Image

You see? it didn't lagged much, and i don't understand why your mod does more than it... however you could take som inspiration of the giant nuke shroom :)
Attachments
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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KGM
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Re: Advanced TNT:tnta MOD

by KGM » Fri Feb 24, 2017 15:08

How have you fixed the lag? Have you modified the "destruct" function called for every node?
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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KGM
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Re: Advanced TNT:tnta MOD

by KGM » Fri Feb 24, 2017 15:09

Now I have an Idea:
May the Items be the problem???!!!
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by KGM » Sat Feb 25, 2017 12:35

THANKS FOR MAKING ME THINKING ABOUT EFFICIENCY!!!
HAVE MADE AN ALPHA OF TNTA WORKING WITH VOXELMANIP!!!;)
PERFECT EFFICIENCY => NEARLY NO LAG!!!
HERE AN EXAMPLE
AND I THINK EVEN MORE IS POSSIBLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Image
WILL FIX LAST BUGS AND THEN UPLOAD BETA!!!
THANKS VERY MUCH AZEKILL!!!
Attachments
ANNIHILATION.jpeg
ANNIHILATION.jpeg (749.18 KiB) Viewed 4734 times
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by KGM » Sat Feb 25, 2017 13:26

BETA RELEASED:
FIND IT HERE:
https://forum.minetest.net/viewtopic.php?f=9&t=16768
AZEKILL, YOU'LL LOVE IT!
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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Re: Advanced TNT:tnta MOD

by KGM » Sat Feb 25, 2017 13:28

PS: I haven't added a nukeshroom because it looks irrealistic combined with the craters shape :)
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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KGM
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Re: Advanced TNT:tnta MOD

by KGM » Sat Feb 25, 2017 13:34

And yes, I don't use GitHub as well
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 

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azekill_DIABLO
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Re: Advanced TNT:tnta MOD

by azekill_DIABLO » Sat Feb 25, 2017 13:48

Happy to see you've made it! going to try it soon, it looks AWE$OMLY EPIC!!!!
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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KGM
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Re: Advanced TNT:tnta MOD

by KGM » Sat Feb 25, 2017 14:27

Well it uses VoxelManip, wich is much faster than set_node()
my Mods:https://forum.minetest.net/viewtopic.php?f=17&t=16705

Note: I try to avoid dependencies in my Mods:
To install a mod, just unzip it and
paste it into the /mods directory of
the concerning subgame.
 


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