[Mod] Subspace Walker Tool [subspacewalker]

bell07
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[Mod] Subspace Walker Tool [subspacewalker]

by bell07 » Sun Sep 25, 2016 13:11

Hi, there is my first mod from scratch. The idea was born during studying the WorldEdit Code how to hide blocks.

Description:
The mod contains a tool that allow you to go trough blocks. If the tool is active you are in a Subspace bubble, so the real blocks around you are not there and you can walk trough them.
How to use:
- You need to hold the Subspace Walker tool in the hand and use them (right-click) for activation.
- Sneaking results in a lower Subspace and you go downwards.
- Jumping bring the nodes below you back to outside Subspace so you can go upwards
-To disable the Subspace Walker Tool just try to place it (left click) or take something other in the hand
- The tool can be crafted in as a vertical stick:
default:diamond
default:mese_crystal
group:stick


License: GPL-V3
Mod dependencies: none
Repo: https://github.com/bell07/minetest-subspacewalker
Download: https://github.com/bell07/minetest-subs ... master.zip


Screenshots:
Image
older screenshots
Image
Image

Configuration
At begin of the "init.lua" some parameters can be adjusted
Code: Select all
-- constant subspace size
local c_subspacesize = 8

-- chance for node restoral per second (No worries, all nodes will be restored, but not immediately)
local c_randomize_restore = 5

-- transform compatible nodes only
local c_restricted_mode = true

-- compatible nodes list
local compatible_nodes = {
   "default:stone",
   "default:dirt"
}
Attachments
screenshot.png
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screenshot_20160927_200327.png
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screenshot_20160927_200159.png
(215.34 KiB) Downloaded 1 time
Last edited by bell07 on Sat Nov 19, 2016 20:38, edited 3 times in total.
 

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Re: [mod] Subspace Walker Tool (subspacewalker)

by bell07 » Mon Sep 26, 2016 09:09

Thank you for your proposal. It is better then subspacewalker that I cannot remind by myself.
If I search for "shadowstep" I find only WoW related information. Any other proposal for a name that is more known as a WoW card?

For an Icon: it should be a tool that the player hold up in the hand. In my opinion something like a decorative stick (fantasy-like / recipe: stick+diamond+mese in vertical?) or a technical device (SciFi-like). But I cannot paint both :(
 

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Re: [mod] Subspace Walker Tool (subspacewalker)

by bell07 » Tue Sep 27, 2016 18:15

Thank you! License of the image?

I added a recipe and take an adjustment (pointable = false for subspace-nodes). For now I think I can release the mod.
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by MineYoshi » Wed Sep 28, 2016 21:23

azekill_DIABLO wrote:wtfpls license :)

Let's say it's CC0
Happy new Year 2020: let's all aim finally for a clear vision of what we want to make of Minetest!
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by ManElevation » Thu Sep 29, 2016 13:43

not good for servers, not for single player ether if you have privs on single player than why would you need this
it will be good fro creative servers (maybe) good mod tho
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Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Fri Oct 07, 2016 09:23

ManElevation wrote:not good for servers, not for single player ether if you have privs on single player than why would you need this it will be good fro creative servers (maybe) good mod tho

Can you explain why it is not good for servers or single player? The idea was it will be nice on survival servers to avoid tunnelling in searching for caves, but without the full "noclip" functionality/permission.
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by ManElevation » Tue Oct 11, 2016 23:44

bell07 wrote:
ManElevation wrote:not good for servers, not for single player ether if you have privs on single player than why would you need this it will be good fro creative servers (maybe) good mod tho

Can you explain why it is not good for servers or single player? The idea was it will be nice on survival servers to avoid tunnelling in searching for caves, but without the full "noclip" functionality/permission.

well if you dont have the noclip permision, with this thing you can do it, what is the point tho? if you dont have the noclip priv is because the adminitrator doesnt want you to
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Re: [Mod] Subspace Walker Tool (subspacewalker)

by GreenDimond » Tue Oct 18, 2016 03:13

This is pretty cool, but I imagine this creates much lag? With constant replacement of blocks?
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Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Tue Oct 18, 2016 06:46

I noticed some visual lag but the reason is probably my slow onboard graphics chip. So you can try the mod and tell me about your experience.

There is no constant replacement of blocks. A globalstep checks nodes nearly active subspacewalker and swap the nodes to the subspace. Already swapped to subspace are not touched again. So if you stay, the mod should do nothing. The globalstep is limited to 0.25 seconds (4 times per second).
A abm on subspace nodes checks if no active subspacewalker is nearly and then swap the nodes back to original. The interval is more frequently (0.1) but with longer interval the going up trough jumping does not work proper.
 

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Re: [mod] Subspace Walker Tool (subspacewalker)

by firefox » Tue Oct 18, 2016 08:56

bell07 wrote:If I search for "shadowstep" I find only WoW related information. Any other proposal for a name that is more known as a WoW card?

Shadowstep is also a skill from the Dual Sword skill tree in Toram Online :P
it's a flashy ninja attack and you are invincible while casting it.
building inspiration: viewtopic.php?f=3&t=15550 --- my game: viewtopic.php?f=49&t=15860 --- =(^.^)= nyan~
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Sat Nov 19, 2016 20:52

Today I updated the mod. The main goal was to get to know VoxelManip. For now the subspace does less flicker. There are some optimizations in processing intervals, that should spare the CPU.

To be more server friendly there is a new "restricted" mode enabled by default. In this mode the walker cannot be used for housebreaking because only the compatible nodes (dirt and stone) can be transformed to subspace. The first screenshot is in this mode now.
The restore does some randomization. If you don't like it you need to set the c_randomize_restore to 1.

Question to other developers: This mod update is my first experience with VoxelManip interface. So please tell me all miss-usages in code. The metadata handling is still using get_node/get_meta, the restoral is still using swap_node. Is there a way to change them to VoxelManip too or is the current way the right one?
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Sun Apr 02, 2017 10:12

A gameplay related update: Added wear to the subspacewalker tool depending on transformation count. Now the tool transforms only 65535 nodes. On default size that are ~ 1000 steps (which have gone faster than you think). So the tool does not give persistent capability to the player in survival.
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by RSLRedstonier » Tue Jan 30, 2018 01:46

This is sick!
may I modify this a little and add it to my skytest mod v1.7? I really don't understand what most of the licenses allow/did-allow
(with full credit for it given to you of course)
also if the configs are set to also use, say, chests will meta data be kept?
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Tue Jan 30, 2018 05:45

also if the configs are set to also use, say, chests will meta data be kept?
The prevoius version was for all nodes. And yes, the chess content and other metadata is save.
The current version is limited to "default:stone" and "default:dirt" but you can change the behaviour back if you lkie by changing the
Code: Select all
local c_restricted_mode = true
to false.

Unsure about the nodetimers, there was no nodetimers at development time, so it needs to be tested and maybe implemented at the first.


About the license: The GPL is basically for 4x freedoms: https://fsfe.org/freesoftware/basics/4freedoms.en.html The most important is the
the freedom to improve the program and to distribute the improvements to the program, so that everybody profits from it
That means if you do any changes on subspacewalker, you need to provide your changes to users of the modified version (Skytest-users). But this is done automatically if you release the skytest because the lua is provided always as source. So let me know if you did your changes so I check if I like them and maybe apply to my version, so "that everybody profits from it"

The GPL-v3 requires in addition the player should be able to play/use an self-modified version. So installing mod is not allowed to set-top boxes that runs only vendor signed code and disallow the usage of an modified version.
You need to add the hint about the contained GPL-3 software. If any settop-box vendor like to add skytest to his "vendor signed flash image", he need to remove the subspacewalker because of not allowed. If a hacker find a way to get the subspacewalker working on such settop-box, the hacker is allowed to provide the mod (with instruction how to hack/install) ;-)
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by RSLRedstonier » Tue Jan 30, 2018 16:24

so.. I can make changes as long as I tell you what changes were made and as long as I don't try to sell code with the subspacewalker derived code in it?
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Tue Jan 30, 2018 16:36

You can make the changes as long you provide the changed source to your users of changed version. Providing to me as author is optional. Unless I am a player of your game too.

You are allowed to sell the subspacewalker, derived or in original. But you are not allowed to sell it on sealed hardware so your users cannot modify the subspacewalker and play the modified version.

The idea about the GPL license is the 4x freedoms needs to be given to the users along with the software
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by RSLRedstonier » Tue Jan 30, 2018 16:38

so users must be able to also modify the modified code?
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by RSLRedstonier » Tue Jan 30, 2018 16:40

ok
ty!
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [Mod] Subspace Walker Tool (subspacewalker)

by RSLRedstonier » Tue Jan 30, 2018 18:52

Hmm would it be possible to somehow reverse this method to generate a conglomeration of random nodes from the compatible node list? Preferably not at the players location of course ;)
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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