domtron vox wrote:* Do you have any ideas as to how you want the mods folder structured? I.e. nameing, where to put various things, and the like.
domtron vox wrote:* Do you have a license chosen?
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
Byakuren wrote:I'm interested in helping. I was thinking the atmos system could be some kind of modified LINDA, with the the hardest part probably being understanding LINDA itself. There are some things that would be impractical with current minetest though, like spacewind, and there are some other issues that come up in 3D, like determining which nodes to simulate air in (SS13 solves this by checking whether the floor allows atmos simulation).
domtron vox wrote:Byakuren wrote:I'm interested in helping. I was thinking the atmos system could be some kind of modified LINDA, with the the hardest part probably being understanding LINDA itself. There are some things that would be impractical with current minetest though, like spacewind, and there are some other issues that come up in 3D, like determining which nodes to simulate air in (SS13 solves this by checking whether the floor allows atmos simulation).
For the space wind (which I assume you bean explosive decompression) you could possibly have an invisible flowing "liquid" spawn that pulls the player out the breach. I think it is possible to set a flowing liquid's strength.
domtron vox wrote:Byakuren wrote:I'm interested in helping. I was thinking the atmos system could be some kind of modified LINDA, with the the hardest part probably being understanding LINDA itself. There are some things that would be impractical with current minetest though, like spacewind, and there are some other issues that come up in 3D, like determining which nodes to simulate air in (SS13 solves this by checking whether the floor allows atmos simulation).
For the space wind (which I assume you bean explosive decompression) you could possibly have an invisible flowing "liquid" spawn that pulls the player out the breach. I think it is possible to set a flowing liquid's strength.
I'm messing around with a mod that implements constructing Lattices and Floors. You build a Lattice then place the floor down and later you can pull up the floor with a crowbar. A sort of progressive construction more like SS13and less like MC/MT place and finished. Does anyone know if a Lattice will keep atmos in or if you have to have a floor aswell?
Right now I'm just messing around with connected nodeboxes vs a normal node. the connected nodebox looks kindof cool and lets you "reach through" so you can mess with wiring/pipes underneath, but I think I'm going to run into problems when I try to add a solid looking floor/wall to them.
deaf_fish wrote:domtron vox wrote:Byakuren wrote:I'm interested in helping. I was thinking the atmos system could be some kind of modified LINDA, with the the hardest part probably being understanding LINDA itself. There are some things that would be impractical with current minetest though, like spacewind, and there are some other issues that come up in 3D, like determining which nodes to simulate air in (SS13 solves this by checking whether the floor allows atmos simulation).
For the space wind (which I assume you bean explosive decompression) you could possibly have an invisible flowing "liquid" spawn that pulls the player out the breach. I think it is possible to set a flowing liquid's strength.
That sounds like a good solution. The only other solution I can think of is attaching a player to an invisible object. That way you can force move the object and the player will follow.
Byakuren wrote:domtron vox wrote:Byakuren wrote:I'm interested in helping. I was thinking the atmos system could be some kind of modified LINDA, with the the hardest part probably being understanding LINDA itself. There are some things that would be impractical with current minetest though, like spacewind, and there are some other issues that come up in 3D, like determining which nodes to simulate air in (SS13 solves this by checking whether the floor allows atmos simulation).
For the space wind (which I assume you bean explosive decompression) you could possibly have an invisible flowing "liquid" spawn that pulls the player out the breach. I think it is possible to set a flowing liquid's strength.
A liquid doesn't account for vertical spacewind though, and also players can jump to avoid it. Another thing is that players on the other side of the source block will be pushed in the opposite direction, which might be wrong.
domtron vox wrote:Does anyone know if a Lattice will keep atmos in or if you have to have a floor aswell?
Byakuren wrote:You can remove floor tiles to get a bare floor, but I didn't think you could use a crowbar to get that down to the lattice (I may be wrong - I haven't played SS13 in a while, and I never tried to use tools to get down to lattice). In any case, lattice on top of space does leak. It is easy to fix leaks like that though, because you can just use metal to make a floor on the lattice (I think).
Byakuren wrote:For lattices, what about just a lattice node (that acts like a ladder, movement-wise), and a bare floor node, which you can get by applying metal to the lattice, or something like that.
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