[Mod] Subspace Walker Tool [subspacewalker]

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

[Mod] Subspace Walker Tool [subspacewalker]

by bell07 » Post

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
screenshot.png (275.71 KiB) Viewed 1053 times
screenshot_20160927_200327.png
screenshot_20160927_200327.png (257.57 KiB) Viewed 1053 times
screenshot_20160927_200159.png
screenshot_20160927_200159.png (215.34 KiB) Viewed 1054 times
Last edited by bell07 on Sat Nov 19, 2016 20:38, edited 3 times in total.

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [mod] Subspace Walker Tool (subspacewalker)

by azekill_DIABLO » Post

you should rename to shadowstep with a dark foot as icon
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

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 :(

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [mod] Subspace Walker Tool (subspacewalker)

by azekill_DIABLO » Post

i can paint you that. to be honest i didn't known it was a world of warcraft kard :D
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [mod] Subspace Walker Tool (subspacewalker)

by azekill_DIABLO » Post

Image
here you go!
Attachments
subspace walker.png
subspace walker.png (450 Bytes) Viewed 1053 times
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

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.

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Subspace Walker Tool (subspacewalker)

by azekill_DIABLO » Post

wtfpls license :)
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
MineYoshi
Member
Posts: 5373
Joined: Wed Jul 08, 2015 13:20
Contact:

Re: [Mod] Subspace Walker Tool (subspacewalker)

by MineYoshi » Post

azekill_DIABLO wrote:wtfpls license :)
Let's say it's CC0
Have a nice day! :D

User avatar
ManElevation
Member
Posts: 896
Joined: Tue Aug 02, 2016 22:04
GitHub: ManElevation
IRC: ManElevation
In-game: ManElevation
Location: Madrid,Spain

Re: [Mod] Subspace Walker Tool (subspacewalker)

by ManElevation » Post

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
My Public Mods! Discord: Rottweiler Games#3368

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Subspace Walker Tool (subspacewalker)

by azekill_DIABLO » Post

MineYoshi wrote:
azekill_DIABLO wrote:wtfpls license :)
Let's say it's CC0
the unlicense
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

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.

User avatar
ManElevation
Member
Posts: 896
Joined: Tue Aug 02, 2016 22:04
GitHub: ManElevation
IRC: ManElevation
In-game: ManElevation
Location: Madrid,Spain

Re: [Mod] Subspace Walker Tool (subspacewalker)

by ManElevation » Post

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
My Public Mods! Discord: Rottweiler Games#3368

User avatar
GreenXenith
Member
Posts: 1356
Joined: Wed Oct 28, 2015 01:26
GitHub: GreenXenith
Location: UTC-8:00
Contact:

Re: [Mod] Subspace Walker Tool (subspacewalker)

by GreenXenith » Post

This is pretty cool, but I imagine this creates much lag? With constant replacement of blocks?
YouTube | Mods | Patreon | Minetest Discord @greenxenith

You should not be able to read this message.

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

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.

User avatar
firefox
Member
Posts: 1709
Joined: Wed Jan 14, 2015 07:34
In-game: Red_Fox
Location: Xanadu

Re: [mod] Subspace Walker Tool (subspacewalker)

by firefox » Post

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.
✨🏳️‍🌈♣️✨

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

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?

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

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.

User avatar
TechNolaByte
Member
Posts: 465
Joined: Wed May 10, 2017 21:00
GitHub: TechNolaByte

Re: [Mod] Subspace Walker Tool (subspacewalker)

by TechNolaByte » Post

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?
The great quest of alchemy neither failed nor attained gold; programmers are those great alchemists who transmute caffeine into code.

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

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) ;-)

User avatar
TechNolaByte
Member
Posts: 465
Joined: Wed May 10, 2017 21:00
GitHub: TechNolaByte

Re: [Mod] Subspace Walker Tool (subspacewalker)

by TechNolaByte » Post

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?
The great quest of alchemy neither failed nor attained gold; programmers are those great alchemists who transmute caffeine into code.

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

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

User avatar
TechNolaByte
Member
Posts: 465
Joined: Wed May 10, 2017 21:00
GitHub: TechNolaByte

Re: [Mod] Subspace Walker Tool (subspacewalker)

by TechNolaByte » Post

so users must be able to also modify the modified code?
The great quest of alchemy neither failed nor attained gold; programmers are those great alchemists who transmute caffeine into code.

bell07
Member
Posts: 604
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [Mod] Subspace Walker Tool (subspacewalker)

by bell07 » Post

Yes. And be able to use the modified version.

User avatar
TechNolaByte
Member
Posts: 465
Joined: Wed May 10, 2017 21:00
GitHub: TechNolaByte

Re: [Mod] Subspace Walker Tool (subspacewalker)

by TechNolaByte » Post

ok
ty!
The great quest of alchemy neither failed nor attained gold; programmers are those great alchemists who transmute caffeine into code.

User avatar
TechNolaByte
Member
Posts: 465
Joined: Wed May 10, 2017 21:00
GitHub: TechNolaByte

Re: [Mod] Subspace Walker Tool (subspacewalker)

by TechNolaByte » Post

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 ;)
The great quest of alchemy neither failed nor attained gold; programmers are those great alchemists who transmute caffeine into code.

Post Reply

Who is online

Users browsing this forum: Semrush [Bot] and 38 guests