[Mod] BobBlocks [git] [bobblocks]

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RabbiBob
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by RabbiBob » Sun Mar 25, 2012 18:02

Added ver 0.0.4

Image
Added translucent node state

Inadvertently figured out how to do something that was part of my original idea for this mod: translucent\opaque nodes. Note the translucent blocks in the off state, which would work well for stained glass sculptures.

Image
Health Kit - Off State

Image
Health Kit - On State

Walking through Health Kit while on will deliver 10HP to the player
Last edited by RabbiBob on Sun Mar 25, 2012 18:03, edited 1 time in total.
 

cosarara97
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by cosarara97 » Mon Mar 26, 2012 16:20

lol:
Image
What you see under the block is the same you would see in fly mode, the caves underground xD
:D
 

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RabbiBob
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by RabbiBob » Mon Mar 26, 2012 16:24

Noticed that last night & I need to test to see where else it does it (other than on ground level).

Unsure if it's a 'feature' or a 'bug' at this point ;-) <j/k>

Out of curiousity, what are your game settings in your mintest.conf file? Your image looks far more glassly than what I've seen on my system (and I like it).
 

cosarara97
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by cosarara97 » Mon Mar 26, 2012 17:14

Code: Select all
address = localhost
creative_mode = 0
enable_damage = 0
name = cosarara97
new_style_leaves = 1
port = 30000
smooth_lighting = 1
free_move = false
enable_3d_clouds = 1
opaque_water = 0
only_peaceful_mobs = 1
fast_move = false
selected_mainmenu_tab = 0
selected_world_path = /home/jaume/.minetest/worlds/world

I'm on linux (so I use opengl) and I'm currently using the default texture pack :D
:D
 

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Death Dealer
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by Death Dealer » Mon Mar 26, 2012 17:16

cosarara97 wrote:lol:
Image
What you see under the block is the same you would see in fly mode, the caves underground xD

This is cool. A windows to underground.
Keep calm and code python^_^
 

cosarara97
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by cosarara97 » Mon Mar 26, 2012 18:04

Yep, but I would prefer having 2 separate blocks, the transparent block and the "magic window" block :D
:D
 

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RabbiBob
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by RabbiBob » Mon Mar 26, 2012 21:11

Yeah, same thing here. Interesting. Going with feature right now.
 

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by Near » Tue Mar 27, 2012 03:56

I am puking rainbows it is just the best mod i ever seen
 

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RabbiBob
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by RabbiBob » Wed Mar 28, 2012 09:43

Image

Worked on Mesecon integration this morning. I'm not ready to put out a version 0.0.5 yet, however you can add the below code to blocks.lua and add jeija (or "mesecons" if you are using the latest from github) to depends.txt to use it now. There should be no changes to this code to affect future versions.

Code: Select all
-- MESECON
-- Add jeija (or mesecons depending on your Mesecons version) to bobblocks\depends.txt and paste the below in at the bottom of bobblocks\blocks.lua

mesecon:register_on_signal_on(function (pos, node)
    if
        node.name == 'bobblocks:redblock_off'       or
        node.name == 'bobblocks:orangeblock_off'    or
        node.name == 'bobblocks:yellowblock_off'    or
        node.name == 'bobblocks:greenblock_off'     or
        node.name == 'bobblocks:blueblock_off'      or
        node.name == 'bobblocks:indigoblock_off'    or
        node.name == 'bobblocks:violetblock_off'    or
        node.name == 'bobblocks:whiteblock_off'
        then
        update_bobblock (pos, node, state)
        end
    end)
   
mesecon:register_on_signal_off(function (pos, node)
    if
        node.name == 'bobblocks:redblock'       or
        node.name == 'bobblocks:orangeblock'    or
        node.name == 'bobblocks:yellowblock'    or
        node.name == 'bobblocks:greenblock'     or
        node.name == 'bobblocks:blueblock'      or
        node.name == 'bobblocks:indigoblock'    or
        node.name == 'bobblocks:violetblock'    or
        node.name == 'bobblocks:whiteblock'
        then
        update_bobblock (pos, node, state)
        end
    end)
Last edited by RabbiBob on Sun Apr 01, 2012 15:41, edited 1 time in total.
 

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jordan4ibanez
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by jordan4ibanez » Wed Mar 28, 2012 13:12

RabbiBob wrote:Image

Worked on Mesecon integration this morning. I'm not ready to put out a version 0.0.5 yet, however you can add the below code to blocks.lua and add jeija to default.txt to use it now. There should be no changes to this code to affect future versions.

Code: Select all
-- MESECON
-- Add jeija to bobblocks\default.txt and paste the below in at the bottom of bobblocks\blocks.lua

mesecon:register_on_signal_on(function (pos, node)
    if
        node.name == 'bobblocks:redblock_off'       or
        node.name == 'bobblocks:orangeblock_off'    or
        node.name == 'bobblocks:yellowblock_off'    or
        node.name == 'bobblocks:greenblock_off'     or
        node.name == 'bobblocks:blueblock_off'      or
        node.name == 'bobblocks:indigoblock_off'    or
        node.name == 'bobblocks:violetblock_off'    or
        node.name == 'bobblocks:whiteblock_off'
        then
        update_bobblock (pos, node, state)
        end
    end)
   
mesecon:register_on_signal_off(function (pos, node)
    if
        node.name == 'bobblocks:redblock'       or
        node.name == 'bobblocks:orangeblock'    or
        node.name == 'bobblocks:yellowblock'    or
        node.name == 'bobblocks:greenblock'     or
        node.name == 'bobblocks:blueblock'      or
        node.name == 'bobblocks:indigoblock'    or
        node.name == 'bobblocks:violetblock'    or
        node.name == 'bobblocks:whiteblock'
        then
        update_bobblock (pos, node, state)
        end
    end)

hey bob could you ever make a lower resolution texture for this?
I've been gone for a long time
 

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RabbiBob
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by RabbiBob » Wed Mar 28, 2012 13:20

Maybe. At most I'm inclined to resize down to 16x16 and see how it looks. If it looks like crap I won't support it myself.
 

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by jordan4ibanez » Wed Mar 28, 2012 13:21

RabbiBob wrote:Maybe. At most I'm inclined to resize down to 16x16 and see how it looks. If it looks like crap I won't support it myself.

well okay :/ maybe 32x32?
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Death Dealer
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by Death Dealer » Wed Mar 28, 2012 13:22

RabbiBob wrote:Maybe. At most I'm inclined to resize down to 16x16 and see how it looks. If it looks like crap I won't support it myself.

i dont think the current blocks could get any better:D especially resizing it smaller..
Keep calm and code python^_^
 

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RabbiBob
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by RabbiBob » Wed Mar 28, 2012 14:20

J4i - what texture pack do you use? Default or custom?
 

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by jordan4ibanez » Wed Mar 28, 2012 14:48

RabbiBob wrote:J4i - what texture pack do you use? Default or custom?

custom! http://c55.me/minetest/forum/viewtopic.php?id=885
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sdzen
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by sdzen » Wed Mar 28, 2012 21:21

just to say i did resize your textures they look fine but i also have some of my custom textures i did for kicks
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RabbiBob
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by RabbiBob » Thu Mar 29, 2012 00:34

Added 16x16 and 32x32 texture downloads (see first post). These are straight resizes of the 64x64 default textures.

Ok... going back to 64x64 now ;-)
 

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RabbiBob
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by RabbiBob » Sun Apr 01, 2012 15:46

Updated worklist. Included links to changes, mesecons upgrade code (beta), and added textures to 0.0.4 release list.
 

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RabbiBob
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by RabbiBob » Tue Apr 03, 2012 10:26

Tested for v20120326

Image
 

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Calinou
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by Calinou » Tue Apr 03, 2012 10:52

Hmm... You should probably set your colored block's renderings as "glasslike" or whatever it is - it would fix the problem of seeing through the floor.
 

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RabbiBob
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by RabbiBob » Tue Apr 03, 2012 11:01

Calinou wrote:Hmm... You should probably set your colored block's renderings as "glasslike" or whatever it is - it would fix the problem of seeing through the floor.


They are. Example:

Code: Select all
minetest.register_node("bobblocks:orangeblock", {
    description = "Orange Block",
    drawtype = "glasslike",


The issue, I believe is how I'm achieving the transparency. I haven't figured out a better way to make it see through and I've already worked the png opacity levels in Photoshop without success:

Code: Select all
alpha = WATER_ALPHA,


I'm happy to do it differently, just not sure how yet.
 

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RabbiBob
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by RabbiBob » Thu Apr 05, 2012 01:58

Updated Release info and Current Worklist in first post.

0.0.5
  • Changed default texture to 32x32
  • On\Off states for all bobblocks poles - default to light on \ punch for light off
  • Added Mesecons (video) compatibility for blocks and poles: Making Discussion ~ Working Code. I'm debating on how I want to implement the dependency (either two versions of this or a straight depends) as I'm already seeing an issue of depending on another mod.
    • Added directions for dependency in main post and in the init.lua file.
  • Merged blocks and poles lua files. Long story.
  • Pit trap is available (currently in testing), however turned off in init.lua
 

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RabbiBob
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by RabbiBob » Mon Apr 09, 2012 00:44

Tested for v20120408 - good (somehow the mesecons activation seems even faster this release).

Working on pit trap spikes and seeking textures (see thread) in order to finish.
Last edited by RabbiBob on Mon Apr 09, 2012 00:44, edited 1 time in total.
 

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RabbiBob
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by RabbiBob » Sun Apr 15, 2012 12:47

0.0.6
  • Added ReadMe.txt (because people RTFM, right?)
  • Added recipes for traps, activated in init.lua, and created hidden (set) states for spike traps (see video). Added Death Dealer's spike textures. Fake grass node finished (see video).
  • Added sounds to blocks, poles, health and traps
  • Removed deprecated material = minetest.digprop_glasslike(1.0), from nodes (breaks backwards compatibility pre- v20120318) and deprecated registered falling node

Introducing Spike Traps

Image
 

fullbuster93
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by fullbuster93 » Sat Apr 28, 2012 19:24

mod dont work .
i didn't change the file , because i dont understand what to add in that file
 

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