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Re: [Mod] Mars Survive 4 [marssurvive]

PostPosted: Fri Jun 10, 2016 04:21
by linushsao

Re: [Mod] Mars Survive 4 [marssurvive]

PostPosted: Mon Nov 07, 2016 16:16
by Andrey01
I can`t load that mod in my world, for some reason he self disables in list of mods

Re: [Mod] Mars Survive 4 [marssurvive]

PostPosted: Tue Nov 08, 2016 15:25
by krokoschlange
I don't know why this happens sometimes but you just need to edit the world.mt in the world's folder. Just change the line load_mod_marssurvive = nil (maybe it is = false) to load_mod_marssurvive = true

Re: [Mod] Mars Survive 4 [marssurvive]

PostPosted: Tue Nov 08, 2016 16:58
by Andrey01
krokoschlange wrote:I don't know why this happens sometimes but you just need to edit the world.mt in the world's folder. Just change the line load_mod_marssurvive = nil (maybe it is = false) to load_mod_marssurvive = true

That isn`t working, i have changed the line "load_mod_true" in the world`s folder, but mod again is disabling in list of mods.Probably that mod don`t work, but however before the mod worked

Re: [Mod] Mars Survive 4 [marssurvive]

PostPosted: Thu Nov 10, 2016 12:52
by linushsao
Andrey01 wrote:I can`t load that mod in my world, for some reason he self disables in list of mods


because of depends?

Re: [Mod] Mars Survive 5 [marssurvive]

PostPosted: Sun Nov 13, 2016 21:41
by AiTechEye
Do you have the "Space" mod instaled?

viewtopic.php?f=9&t=14497&p=215243#p215243

Re: [Mod] Mars Survive 5 [marssurvive]

PostPosted: Mon Nov 14, 2016 16:30
by Andrey01
UjEdwin wrote:Do you have the "Space" mod instaled?

viewtopic.php?f=9&t=14497&p=215243#p215243

I installed only Mars Survive and some other mods, really to work mod Mars Survive do i need include mod Space?

Re: [Mod] Mars Survive 5 [marssurvive]

PostPosted: Mon Nov 14, 2016 17:44
by RHR
cool idea! :)

Re: [Mod] Mars Survive 5 [marssurvive]

PostPosted: Mon Nov 14, 2016 22:54
by AiTechEye
no, but just wondered if it was it, that messed up :-)
cuz a part of the mars mod are included in that mod.

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Tue Nov 15, 2016 12:50
by AiTechEye
V6:
Added: trap door
Added: smart glass panes
Added: glowing cystal and stone
Added: 5 aliens
Added: lamp
Fixed: crashing aliens and bullets into unknown nodes

Re: [Mod] Mars Survive 4 [marssurvive]

PostPosted: Tue Nov 15, 2016 14:04
by linushsao
Andrey01 wrote:
krokoschlange wrote:I don't know why this happens sometimes but you just need to edit the world.mt in the world's folder. Just change the line load_mod_marssurvive = nil (maybe it is = false) to load_mod_marssurvive = true

That isn`t working, i have changed the line "load_mod_true" in the world`s folder, but mod again is disabling in list of mods.Probably that mod don`t work, but however before the mod worked


or you could just download my game based on UJEdwin's marsurvive mod? maybe you will know why?
viewtopic.php?f=50&t=14869

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Tue Nov 15, 2016 15:32
by Andrey01
linushsao wrote:
Andrey01 wrote:
krokoschlange wrote:I don't know why this happens sometimes but you just need to edit the world.mt in the world's folder. Just change the line load_mod_marssurvive = nil (maybe it is = false) to load_mod_marssurvive = true

That isn`t working, i have changed the line "load_mod_true" in the world`s folder, but mod again is disabling in list of mods.Probably that mod don`t work, but however before the mod worked


or you could just download my game based on UJEdwin's marsurvive mod? maybe you will know why?
viewtopic.php?f=50&t=14869


Really the servers can download?Where do i need unpack your game?

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Tue Nov 15, 2016 15:37
by Andrey01
It finally worked!I have installed new version of the mod and he isn`t disabling anymore

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Fri Dec 16, 2016 21:34
by juli
I have programmed a bit in your mod to make spacesuits registerable and make them work like armor, so that people don't get so much damage by aliens if they wear a spacesuit.
I have made a new file sacesuit.lua and removed the spacesuitthings from the other files.
I think i have used version 4 or 5.
Can u add this to the Mars Survive mod?
See attachment for the code.

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Sat Dec 17, 2016 03:32
by linushsao
Nice work.

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Sat Dec 17, 2016 16:13
by Andrey01
juli wrote:<font><font>Я запрограммировал немного в вашем мод , </font><font>чтобы сделать скафандры регистрируемые и заставить их работать , </font><font>как броней, так что люди не получают столько вреда иностранцами , </font><font>если они носят скафандр. </font></font>
<font><font>Я сделал новый файл sacesuit.lua и удалил spacesuitthings из других файлов. </font></font>
<font><font>Я думаю , что </font><font>я использовал версии 4 или 5. </font></font>
<font><font>Может у добавить это Марс Выжить мод? </font></font>
<font><font>См привязанность к коду.</font></font>

Juli, you have mistake in word: "sacesuit.lua", you should write "spacesuit.lua"

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Sat Dec 17, 2016 16:54
by juli
i moved it now to the newest version.
I can upload the zip but i have one question:
why Ujedwin maked the spacesuit invisible in newest version?

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Sun Dec 18, 2016 22:18
by AiTechEye
because i suspected the license from the program i used to make the models, could messup for some users, so i had to remove them, same for a few other mods.

the other thing was i think the skin looks better then the weird suit.
i will try to remake that breathing system as soon as im done with another mod project.

i would like to create new models in blender, but i always gets probelms with it.

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Mon Dec 19, 2016 08:23
by juli
So i rewrite it so that skins are used for spacesuit and a spacesuit can be used as armor. ok?

Re: [Mod] Mars Survive 6 [marssurvive]

PostPosted: Mon Dec 19, 2016 18:11
by juli
I programmed a bit more now on the spacesuits. What i have done:
- removed the entity from spacesuit
- registered 2 new spacesuits:
· red: half damage by aliens
· blue: 1/3 damage by aliens
- added craftings for both suits
- made the gassbottles with air-generator refillable

Image
Edit: merged into main marssurvive mod by UjEdwin (thx) :)

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Thu Dec 22, 2016 20:59
by AiTechEye
ohh, good! thanks!

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Fri Dec 23, 2016 15:43
by Diamond knight
Good, maybe the removal of the 3d model could fix the compatibility with 3d armor.

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Fri Dec 23, 2016 22:03
by juli
yes but maybe we can make the spacesuits so that they can replace 3d_armor (only on mars), because armor looks like knights and mars like future :) understand?

.

PostPosted: Sat Dec 24, 2016 02:47
by linushsao
.

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Sat Dec 24, 2016 15:10
by AiTechEye
Good, maybe the removal of the 3d model could fix the compatibility with 3d armor.

done in V7

make the spacesuits so that they can replace 3d_armor

try, but start with:

add: "3d_armor?" to depends.txt
then in the code add

if minetest.get_modpath("3d_armor") then
-- update the armor model
armor:set_player_armor(user)
armor:update_inventory(user)
end
..

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Tue Dec 27, 2016 10:58
by juli
there is a bug in spacesuit.lua so that if u have an empty spacesuit u get no damage
look in spacesuit.lua at line 170-180
here is the fix:
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
      elseif marssurvive.player_sp[player:get_player_name()].sp==0 and               --(set up spacesuit inair but empty)
         n=="marssurvive:air2" and
         stack_one_sp(player:get_inventory()) and
         player:get_inventory():get_stack("main", 1):get_wear()>=65533 then
         marssurvive.player_sp[player:get_player_name()].sp=1
      elseif ((not stack_one_sp(player:get_inventory()))
          or player:get_inventory():get_stack("main", 1):get_wear()>=65533)
          and n~="ignore" then
              if n=="air" then                        --(no spacesuit and in default air: lose 8 hp)
         player:set_hp(player:get_hp()-8)
              elseif n~="marssurvive:air2" then                  --(no spacesuit and inside something else: lose 1 hp)
             player:set_hp(player:get_hp()-1)
         end
      end
   end
end)
i have added "or player:get_inventory():get_stack("main", 1):get_wear()>=65533" to the second elseif

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Tue Dec 27, 2016 14:37
by juli
And can u make aliens "tameable" ? I mean something like this:
- give aliens some stuff (for example what they drop normaly) - makes them "tamed"
- catch them with a tool like a net or so (only "tamed" aliens are catchable)
- make them be in the team of player (if they are "tamed") -> kills other aliens
- give them "food" to heal them, and tamed aliens don't dig

I could try that too, but i think u understand your code better then me,
so i would have to take more time then u to programm this.

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Tue Dec 27, 2016 15:56
by AiTechEye
I could try that too, but i think u understand your code better then me

I do not know so, becaouse this is just one of about 40 mods i posted + i have short memory :P

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Thu Jan 26, 2017 08:54
by jakab
i dont understand :/ for me it wont work. if i create a v6 map, and enable the mod, and only then start the game. then it works, but the map isnt the mars! i can jump 2 high block, i start with the right items, but i dont know how to set the map. pls help me. i didnt find anithing in the luas.

Re: [Mod] Mars Survive 7 [marssurvive]

PostPosted: Thu Jan 26, 2017 11:21
by AiTechEye
You need V7.
V6 is old and doesn't support this kind of changes,