[Mod] Smart Inventory [smart_inventory]
Re: [Mod] Smart Inventory [smart_inventory]
i will be working on textures for this, so where do you want me to post them when im done?
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Re: [Mod] Smart Inventory [smart_inventory]
here is what ive made so far:
- Attachments
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- smart_inventory_buttons.tar.gz
- smart_inventory_buttons
- (1.52 KiB) Downloaded 196 times
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Re: [Mod] Smart Inventory [smart_inventory]
Thank you very much! I am integrating it now.
Which license does the images?
A plea, can you please add more transparency for backgrounds? Seems little bit strange with double backgrounds (your and button original)
Which license does the images?
A plea, can you please add more transparency for backgrounds? Seems little bit strange with double backgrounds (your and button original)
Re: [Mod] Smart Inventory [smart_inventory]
license: WTFPL (this allows you todo whatever you want with it, including changing the license).bell07 wrote:Thank you very much! I am integrating it now.
Which license does the images?
A plea, can you please add more transparency for backgrounds? Seems little bit strange with double backgrounds (your and button original)
p.s. ill try to add some transparency.
Last edited by Stix on Sun Sep 24, 2017 11:58, edited 1 time in total.
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
wait, should i just remove the backgroung and just send you the important part without it so it fits in better?
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
I uploaded the integrated version to the "stix_textures" Branch. So you can try it byself how it looks like by replacing the files in textures folder. I do not know how it right, it just looks something wrong with backgrounds for me ;-/
You can get the version from https://github.com/bell07/minetest-smar ... xtures.zip as zip file if you are not firm with git.
If you are satisfied, provide the textures update to me and I will move them to the master branch.
You can get the version from https://github.com/bell07/minetest-smar ... xtures.zip as zip file if you are not firm with git.
If you are satisfied, provide the textures update to me and I will move them to the master branch.
Re: [Mod] Smart Inventory [smart_inventory]
here is the texture update:
p.s. note that i added textures for a few more buttons
p.s. note that i added textures for a few more buttons
- Attachments
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- smart_inventory_buttons.tar.gz
- smart_inventory_buttons
- (1.96 KiB) Downloaded 168 times
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Re: [Mod] Smart Inventory [smart_inventory]
Thanks again. I updated the branch, you can get the new version trough the same stix_textures link.
To be complete some remarks:
- if "doc_item" mod is installed there are buttons "Reveal tipps" that needs a texture (no idea how it should looks like)
- The trash item should have own texture. Currently the creative_trash_icon.png from mod "creative" is used. Maybe with clearly difference to trash all, both fields are nearly on creative page
- "Crafteable items" and "Crafting page" are the same textures that can be confusing. Maybe add an difference like a magnifier overlay for "Crafteable items"?
- Save / Get / Swap line buttons around the main inventory?
To be complete some remarks:
- if "doc_item" mod is installed there are buttons "Reveal tipps" that needs a texture (no idea how it should looks like)
- The trash item should have own texture. Currently the creative_trash_icon.png from mod "creative" is used. Maybe with clearly difference to trash all, both fields are nearly on creative page
- "Crafteable items" and "Crafting page" are the same textures that can be confusing. Maybe add an difference like a magnifier overlay for "Crafteable items"?
- Save / Get / Swap line buttons around the main inventory?
Re: [Mod] Smart Inventory [smart_inventory]
Ok here we go! This should be everything (if not then please tell me).
P.S. don't forget to read the 'README' file.
Download:
P.S. don't forget to read the 'README' file.
Download:
- Attachments
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- smart_inventory_buttons.tar.gz
- smart-inv_buttons
- (5.54 KiB) Downloaded 201 times
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Re: [Mod] Smart Inventory [smart_inventory]
Next update done ;-)
I read the README but I was not able to fulfill them. Neither 3d_armor nor skinsdb provides head front textures trough API. The whole skin or the preview image only is available, with and without armor.
Let me know if my rearrangement is ok for your eyes. Let me know if anything should be still changed
I read the README but I was not able to fulfill them. Neither 3d_armor nor skinsdb provides head front textures trough API. The whole skin or the preview image only is available, with and without armor.
Let me know if my rearrangement is ok for your eyes. Let me know if anything should be still changed
Re: [Mod] Smart Inventory [smart_inventory]
looks great except two problems:
1. the crafting inventory doesnt use textures for the swapline buttons while the creative inventory part does.
2. same as last point but with the trash texture (im not talking about the trash-all version).
P.S. not that big of a deal but the pixels on the textures seem to be a little distorted.
1. the crafting inventory doesnt use textures for the swapline buttons while the creative inventory part does.
2. same as last point but with the trash texture (im not talking about the trash-all version).
P.S. not that big of a deal but the pixels on the textures seem to be a little distorted.
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
1. and 2. are fixed now
Can I do anything on lua site? Or you can do anything on textures site? I do not see the distort.Stix wrote:P.S. not that big of a deal but the pixels on the textures seem to be a little distorted.
Re: [Mod] Smart Inventory [smart_inventory]
maybe its because i wasnt testing it in full-screen. i know the pixels in the raw textures i made aren't distorted so it must be that i didn't use full-screen.bell07 wrote:1. and 2. are fixed nowCan I do anything on lua site? Or you can do anything on textures site? I do not see the distort.Stix wrote:P.S. not that big of a deal but the pixels on the textures seem to be a little distorted.
EDIT: i was right, i tried playing in full-screen and the pixels werent distorted.
Hey, what can i say? I'm the bad guy.
Re: [Mod] Smart Inventory [smart_inventory]
Ok, screenshots updated and pushed to master. Main screenshot in first post updated
--> I would say: NEW RELEASE; but it is rolling release ;-)
--> I would say: NEW RELEASE; but it is rolling release ;-)
Re: [Mod] Smart Inventory [smart_inventory]
just about to install
Re: [Mod] Smart Inventory [smart_inventory]
Some changes are done the last days. Thanks to GamingAssociation39 for suggestions.
- Crafting page: New button "All items" (All revealed items, if doc enabled) to show all items like in creative
- Crafting page: New view to resize the items list bigger and hide the groups/info area, accessible trough the Groups -> Info (new -> Hide) toggle
- Crafting page: If an item is selected a new button "Craft" appears. Using the button Items are moved to the crafting grid as shown in selected preview.
-Creative page: Toggle added to resize items list by hiding the 2 and 3 groups list
- The items list configuration is stored in players metadata. That means the selected view, and other data like search string arent lost in reboot
By the way: The smart_inventory support is merged to WorldEdit. So the WE-formspecs are usable in a new "WorldEdit" page in smart_inventory for now
- Crafting page: New button "All items" (All revealed items, if doc enabled) to show all items like in creative
- Crafting page: New view to resize the items list bigger and hide the groups/info area, accessible trough the Groups -> Info (new -> Hide) toggle
- Crafting page: If an item is selected a new button "Craft" appears. Using the button Items are moved to the crafting grid as shown in selected preview.
-Creative page: Toggle added to resize items list by hiding the 2 and 3 groups list
- The items list configuration is stored in players metadata. That means the selected view, and other data like search string arent lost in reboot
By the way: The smart_inventory support is merged to WorldEdit. So the WE-formspecs are usable in a new "WorldEdit" page in smart_inventory for now
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Re: [Mod] Smart Inventory [smart_inventory]
Is it possible to disable the trash can in survival mode?
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Re: [Mod] Smart Inventory [smart_inventory]
I find the trash can very useful in survival mode. Much easier than typing /pulverize item:stringGamingAssociation39 wrote:Is it possible to disable the trash can in survival mode?
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Re: [Mod] Smart Inventory [smart_inventory]
Yeah :)
For creative mod, is there a way to switch around the pages?
For creative mod, is there a way to switch around the pages?
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Re: [Mod] Smart Inventory [smart_inventory]
Can you please more explain your question? I do not understand your wordingGamingAssociation39 wrote:For creative mod, is there a way to switch around the pages?
"Creative mod" => The new All-Items selection on crafting inventory page?
"switch around the pages" => flick trough the pages of items list in case of new All-Items selection?
In this case the answer is "yes" as for all other selection types. There is no change, "previous page" and "next page" buttons are dynamically inside the items list at the first and last place. The "next page" button you can see on screenshot. The number on button is the number of next items, not next pages ;-)
PS: You can still use the "groups" view and browse trough "All-Items" with dynamic groups. There is no change too.
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Re: [Mod] Smart Inventory [smart_inventory]
I meant creative mode. I was talking about the page that you start on. When in creative mode you start on the creative page in survival it should only be the survival page.
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Re: [Mod] Smart Inventory [smart_inventory]
You can always around the pages using the page buttons at bottom. Or I still did not understand the question? IN survival gameplay the "creative" page is not available. In creative gameplay all pages are available.
The initial page is hardcoded the first one, the crafting page. (file inventory_framework.lua)
The initial page is hardcoded the first one, the crafting page. (file inventory_framework.lua)
Code: Select all
tab_controller:set_active(smart_inventory.registered_pages[1].name)
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Re: [Mod] Smart Inventory [smart_inventory]
Let me look at it once I get back so I can explain it better :)
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Re: [Mod] Smart Inventory [smart_inventory]
sorry for the delay but there was an unexpected trip that came up.
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- its here! :D
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Re: [Mod] Smart Inventory [smart_inventory]
An unexpected journey please. BTW: how is thorin?Stix wrote:an unexpected trip
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
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