Search found 214 matches

Return to advanced search

Version 2 is up on Gitorious. It is almost a complete rewrite. Eveerything is calculated when the handle is hit, so the handle doesn't have to be placed last and you can change the shape of the door without causing problems. The next update will include more door types. NOTE: If you used the old ve...
by randomproof
Wed Dec 21, 2011 01:34
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15757

Version 2 is up on Gitorious. It is almost a complete rewrite. Eveerything is calculated when the handle is hit, so the handle doesn't have to be placed last and you can change the shape of the door without causing problems. The next update will include more door types. NOTE: If you used the old ver...
by randomproof
Tue Dec 20, 2011 20:24
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15757

... But it destroys blocks nearby as you mention it and also, if i destroy door blocks and touch the knob with anything but axe - voila! - door opens with full blocks so I can "clone" door blocks without the knob easily... this should be fixed. I would destroy the door in reverse order. To remove i...
by randomproof
Sun Dec 18, 2011 18:42
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15757

darket wrote:actually how to remove them ??????

You can remove with a tool, like an axe. I tried to make the handle only respond to being hit with an empty hand.
by randomproof
Sat Dec 17, 2011 16:32
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15757

My homie has you mod on his server, very nice i might add, but the texture is so i uno, not right. Not to be a arse but can we use a texture i made till we get yours? links are: Knob: http://tinypic.com/view.php?pic=ic8cqh&s=5 No knob: http://tinypic.com/view.php?pic=2igj1w3&s=5 There small and jus...
by randomproof
Sat Dec 17, 2011 16:30
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15757

placed last That's my problem. Thanks. When you place the door handle it finds all the regular door pieces and calculates the 2 possible open positions. That is why it must be placed last. It may be possible to calculate the open position dynamically. I did it the way I did so as t save the beginni...
by randomproof
Fri Dec 16, 2011 22:57
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15757

Also, your crafting recipe shouldn't use steel_ingot as a node, it's a craft item :) Yea, I saw that and fixed it. Awesome! It's still a little buggy (a 2x3 door for me doesn't move the block above the handle), but very good. Do you think you can make it look slimmer with the signlike drawtype? I d...
by randomproof
Fri Dec 16, 2011 20:04
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15757

Simple doors mod

This is a proof of concept doors mod. March 2012 (Updated for new code changes) Jan 2012 (Updated for new code changes) License: Public Domain Gitorious Link: https://gitorious.org/randomproofs-minetest-mods/doors/trees/master Adds two new nodes, "door_wood" and "doorhandle_wood". You make a door by...
by randomproof
Fri Dec 16, 2011 18:59
 
Forum: WIP Mods
Topic: Simple doors mod
Replies: 32
Views: 15757

Small change that would allow wallpaper to stay on the wall when you paint it and be able to change already painted wallpaper to another color: minetest.register_craftitem("home_mod:rose_can", { image = "rose_can.png", on_place_on_ground = minetest.craftitem_place_item, on_use = function(item, playe...
by randomproof
Mon Dec 12, 2011 17:49
 
Forum: Old Mods
Topic: [Mod] Home Mod [home_mod] (missing license)
Replies: 47
Views: 27382

Looking at the code I think this will only work on newly generated blocks, not old ones or saplings turned into trees, since they wouldn't have had param2 set.
by randomproof
Mon Dec 05, 2011 15:23
 
Forum: WIP Mods
Topic: Leaf decay mod by MarkTraceur
Replies: 22
Views: 7463

Two bugs I've found thus far: 1. digprop_* are only callable like minetest.digprop_*, so you need to add minetest. to your digprop line(s) 2. You need to follow the naming conventions for your nodes and items--thus "breadmod:wheat" instead of "breadmod_wheat" Updated. Noticed these changes when I p...
by randomproof
Mon Dec 05, 2011 06:48
 
Forum: WIP Mods
Topic: Mod: Baking (was Bread)
Replies: 12
Views: 4927

It takes a *long* time for this stuff to grow....did you mean for that to happen? Also, you should consider using "default:dirt" instead of "dirt" for the node names (same thing for all of the nodenames) Yes, I meant for it to take time to grow, stuff in real life takes time to grow, but it is twea...
by randomproof
Mon Dec 05, 2011 06:38
 
Forum: Old Mods
Topic: [Mod] Growing [growing]
Replies: 8
Views: 8642

I think the problem might be in this line: local test_p = {pos.x+x, pos.y+y, pos.z+z} Should be local test_p = {x = pos.x+x, y = pos.y+y, z = pos.z+z} you have to put the field names in the assignment, in case x, y and z, for a position. I would suggest changing the for loop variables to something s...
by randomproof
Mon Dec 05, 2011 02:56
 
Forum: WIP Mods
Topic: Help with modding: 2 problems
Replies: 3
Views: 1765

The screenshot of growing wheat doesn't show up... :/ Seems nice, though. Bread should heal 5 hearts, not 8... 8 is too much. Yeah, later today I will fix the screenshot. I was trying to host it on dropbox but can't get it to display. I had the hearts at 8 only because of the hard work it takes to ...
by randomproof
Sat Dec 03, 2011 17:24
 
Forum: WIP Mods
Topic: Mod: Baking (was Bread)
Replies: 12
Views: 4927

Mod: Baking (was Bread)

UPDATE: With the new updates that were recently pushed out, I have decided to put this mod on hold. If someone else wants to use this mod, feel free to update the code. Adds wheat which can be turned into flour, which can be added to bucket of water to be made into dough, which can be baked into bre...
by randomproof
Sat Dec 03, 2011 07:51
 
Forum: WIP Mods
Topic: Mod: Baking (was Bread)
Replies: 12
Views: 4927

[Mod] Growing [growing]

Here is a generic version of the growing mod. I've made it so other mods can use it such as my bread mod which uses it for wheat to grow. Look at the examples for papyrus and cactus on how to us it. The function add_grow_type is called with the first param as the node type you want to grow. The seco...
by randomproof
Sat Dec 03, 2011 07:28
 
Forum: Old Mods
Topic: [Mod] Growing [growing]
Replies: 8
Views: 8642

Thak you ironzorg. I like what you did with this. I wrote this very quickly as a proof of concept and I intended to make it more generic today anyway so you saved me some time. I'm going to give you credit on the wiki page. Here is a version that includes a max_height variable and I moved some of th...
by randomproof
Fri Dec 02, 2011 16:44
 
Forum: WIP Mods
Topic: Mod: Growing
Replies: 18
Views: 9031

Mod: Growing

I remade the patch for growing papyrus into a mod. The interval and chance need some tweaking though as I'm not exactly sure how they are used. In enviroment.cpp at line 643 the call if(myrand() % i->chance != 0) doesn't really make sense. It should be more like this: if(myrand_range(1, 1000) > i->c...
by randomproof
Thu Dec 01, 2011 23:52
 
Forum: WIP Mods
Topic: Mod: Growing
Replies: 18
Views: 9031

From a coding and usability standpoint I would rather keep things simple. I also want there to be a reason in the game for any new stuff. The writable paper allows me to note the coordination of certain features in the game so I can find them later. Adding the ability to add massive amounts of text ...
by randomproof
Tue Nov 29, 2011 06:05
 
Forum: Minetest Features
Topic: Writing onto paper
Replies: 14
Views: 3608

Well it would be a good Idea, but there would be a problem: Books should inherit more text than a lone sign, bookshelves should support more books. To say it bluntly, it would surpass the Index of a sign or a chest really fast. A solution would be to use the Index of an Item as a footnote to link d...
by randomproof
Sun Nov 27, 2011 16:58
 
Forum: Minetest Features
Topic: Writing onto paper
Replies: 14
Views: 3608

I should say that I edited socket.cpp to compress individual packets. It might be possible to compress and decompress higher up in the code and compress large clumps of map data. Here is my code. Look for COMPRESS_NETWORK to find changes. /* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola <c...
by randomproof
Sat Nov 26, 2011 07:05
 
Forum: Minetest Features
Topic: Chunk loading improvement
Replies: 5
Views: 2442

I did a little testing and it seems that there is a problems with this idea. Using the compression code from http://www.firstobject.com/easy-zlib-c++-xml-compression.htm (it is a wrapper around zlib 1.2.3) I was able to quickly setup a test. Using this really slowed down the server. The main reason ...
by randomproof
Sat Nov 26, 2011 07:01
 
Forum: Minetest Features
Topic: Chunk loading improvement
Replies: 5
Views: 2442

just calculate a "mass" of every structure That would be the hardest thing to do. How would you determine if a block is part of a structure? I've thought of the idea of calculating weight of blocks and how much they could carry with the thought that large caves and structure could collapse if not p...
by randomproof
Fri Nov 25, 2011 03:31
 
Forum: Minetest Features
Topic: Flying Objects?
Replies: 10
Views: 3308

I'm going to clean up the code a little and put some comments then I'll move it over. I'm also think of changing signs to save the text the same way. I'm also thinking about making a poster item that will display the text when you point at it. You could put up a bulletin board near spawn with server...
by randomproof
Sat Nov 19, 2011 17:58
 
Forum: Minetest Engine
Topic: Writing onto paper
Replies: 2
Views: 1200

Writing onto paper

I've made a fork with added writable paper. A single item of paper is craftable into an item of non-stackable writable paper. When you right-click twice on it in the inventory screen you can add multi-lined text to it. This text is saved with the item on the server. So you could write a message on i...
by randomproof
Sat Nov 19, 2011 08:08
 
Forum: Minetest Engine
Topic: Writing onto paper
Replies: 2
Views: 1200

Roflo wrote:randomproof: you should add a link to your branch in the patchset page of the Wiki:
http://test.mine.bz/wiki/doku.php?id=patchsets

(in the In Progress section; until it's finished)
.. that way people will know that you're working on it.


Done!
by randomproof
Sat Nov 19, 2011 05:30
 
Forum: Minetest Features
Topic: Writing onto paper
Replies: 14
Views: 3608

Ok, so I have some working code. https://github.com/randomproof/minetest How it works: To get writable just put a piece of paper in the center of the crafting area and you will get 1 writable paper(not stackable). I might change this to also require a lump of coal. To change the text on the paper ri...
by randomproof
Fri Nov 18, 2011 19:29
 
Forum: Minetest Features
Topic: Writing onto paper
Replies: 14
Views: 3608

FYI, if the problem primarily happens when you login to a server (or to a local game), it seems to be a bug with the way gravity and collision detection works. When the client environment doesn't update for about half a second (that's often the case when you login), depending on the floating point ...
by randomproof
Fri Nov 18, 2011 15:15
 
Forum: Minetest Problems
Topic: Black screen (buried) on Linux
Replies: 17
Views: 7981

I've pulled a fork from git and I'm going to start working on this. What I am going to do first is create a new item called "writeable paper" that is unstackable in the inventory and when you right-click on it the text input from signs will popup and when you hover the mouse over it will show the te...
by randomproof
Thu Nov 17, 2011 22:56
 
Forum: Minetest Features
Topic: Writing onto paper
Replies: 14
Views: 3608

sdzen wrote:why not have books actually have text in them I thought this would relate to the topic if I am wrong tell me


I would think more about writing on the paper and using books to hold many papers.
by randomproof
Thu Nov 17, 2011 22:29
 
Forum: Minetest Features
Topic: Writing onto paper
Replies: 14
Views: 3608
PreviousNext

Return to advanced search

cron