[Mod] Hidden Doors [1.12.0] [hidden_doors]

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Hamlet
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[Mod] Hidden Doors [1.12.0] [hidden_doors]

by Hamlet » Sun Aug 13, 2017 11:53

Image

Image

PAINTED DOORS
Image
Adds various wood, stone, etc. doors.

Source code's license: EUPL v1.2 or later.
Textures and sounds' license: CC BY-SA v4.0 Unported or later.

Dependencies: default, doors, stairs, vessels (found in Minetest Game)
Supports: Darkage (Addi's fork), Moreblocks

Advanced options:
Settings -> All settings -> Mods -> hidden_doors

Allows to use painted doors.
Allows self-removal to prevent unknown nodes after the mod's deinstallation.

Crafting Recipes
+ Spoiler

Examples by DrFrankenstone:

Image


Downloads
Archives: .zip .tar.gz
Source code: GitHub

Installation
Unzip the archive, rename the folder to hidden_doors and place it in
../minetest/mods/

GNU+Linux: If you use a system-wide installation place it in
~/.minetest/mods/

If you only want this to be used in a single world, place the folder in
../minetest/worlds/world_name/worldmods/

For further information or help see:
http://wiki.minetest.net/wiki/Installing_Mods
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painted_doors.png
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screenshot2.png
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screenshot1.png
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Last edited by Hamlet on Wed Nov 13, 2019 14:29, edited 32 times in total.
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by kingoscargames » Sun Aug 13, 2017 12:46

There were no textures
Image
so i made these: Image
Attachments
hidden_doors textures.zip
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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Napiophelios » Sun Aug 13, 2017 14:13

instead of making textures you should use default textures,
so that no matter what texture pack player is using the doors remain hidden:
"default_stone.png", "default_cobble.png", "default_stone_brick.png".
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Andrey01 » Sun Aug 13, 2017 14:20

The idea is nice but finding these doors is very easy way actually.
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Hamlet » Sun Aug 13, 2017 17:50

Napiophelios wrote:instead of making textures you should use default textures,
so that no matter what texture pack player is using the doors remain hidden:
"default_stone.png", "default_cobble.png", "default_stone_brick.png".


I did that, but since those textures are made for a single node they looked bad when applied to the doors which are two nodes tall - furthermore, one could spot the "hidden" door immediately 'cause of the stretched texture.

Try it yourself, and if you know a way to apply the default textures and make them repeated instead of stretched I'll happily switch to that method. That would be good for texture packs compatibility - and reduce the mods' size.
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Hamlet » Sun Aug 13, 2017 17:56

Andrey01 wrote:The idea is nice but finding these doors is very easy way actually.


Heh yeah, one could just go around right clicking on walls and they would open - I am actually thinking about allowing to lock them, using different keys (e.g. stone key for the stone door). This would prevent people from finding them that easily.

But after all, if you are creating a dungeon or a maze on a server, I guess that you want people to find the door - maybe for a secret chamber with gold - while making their search a little harder.

--- EDIT

I didn't noticed that textures were missing, now it should be ok.
Last edited by Hamlet on Sun Aug 13, 2017 18:16, edited 1 time in total.
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Hamlet » Sun Aug 13, 2017 18:15

kingoscargames wrote:There were no textures [...]
so i made these: [..]


Ooops! I didn't noticed that my commit was missing the textures, now I've uploaded them.
Sorry for the broken mod, fixed it now.
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Andrey01 » Sun Aug 13, 2017 19:14

Ideas: mese door, diamond door, bronze door, golden door, tree door, iron door, obsidian door, copper door, dirt door and other doors.
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Hamlet » Sun Aug 13, 2017 20:14

I've been RTFM (i.e. lua_api.txt), trying to apply default_stone.png on the door's surface.

#### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
* `<w>` = width
* `<h>` = height
* `<x>` = x position
* `<y>` = y position
* `<file>` = texture to combine

Creates a texture of size `<w>` times `<h>` and blits the listed files to their
specified coordinates.

Example:

[combine:16x32:0,0=default_cobble.png:0,16=default_wood.png


Thus I've tried this:

Code: Select all
tiles = {"default_cobble.png^[combine:16x32:0,0=default_cobble.png:0,16=default_cobble.png"},


The result is (two doors in the middle):

+ Spoiler


I've tried to replace 16x32 with 4x8, 32x64, etc. No changes at all.

Thus I'm sticking to custom textures, until I don't find a way to tell it "take this texture, apply it to this item and repeat it".
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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Napiophelios » Sun Aug 13, 2017 20:19

you are on the right track :)
Here's what I have so far doing the same thing:



Stonebricks still needs some help...(EDIT: there is a single door in the middle of each section)
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Last edited by Napiophelios on Fri Sep 08, 2017 00:50, edited 1 time in total.
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Hamlet » Sun Aug 13, 2017 20:31

Napiophelios wrote:you are on the right track :)
Here's what I have so far doing the same thing:[snip]


Wonderful! Thanks, I would have never understood that it needed that many args.

Open a PR on git so I'll merge it and you'll get the proper credit for your work.

About the stonebricks door: as weird as it may seem, I like that glitch, it gives a hint on where the door is.
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Napiophelios » Sun Aug 13, 2017 20:34

Hamlet wrote:I would have never understood that it needed that many args


Its because of the weird dimensions of the texture needed 38x32
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by TumeniNodes » Sun Aug 13, 2017 21:04

the textures are flipped <---> :P
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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by BirgitLachner » Mon Aug 14, 2017 05:22

TumeniNodes wrote:the textures are flipped <---> :P


Yes ... but without it you would never find the doors again ;-)
 

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Re: [Mod] Hidden Doors [1.0] [hidden_doors]

by Chibi ghost » Mon Aug 14, 2017 10:46

Andrey01 wrote:The idea is nice but finding these doors is very easy way actually.

yes but they are a easy way of hiding aspects of your building that don't fit with the aesthetics
of your building for instance I hide travel nets behind such doors
I use a older door mod with similar themes but I would like to see this mod expanded with the more newer textures and newer nodes like sandstone desert, silver and standard, red brick and some of the more blocks textures
 

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Re: [Mod] Hidden Doors [1.0.0] [hidden_doors]

by Hamlet » Tue Aug 15, 2017 13:54

For those willing to try the development version (1.1.0):

Other doors added thanks to Napiophelio's work on the textures handling and nodes registration function; here's the list:

+ Spoiler


Let me stress it again: this is the development branch, although stable, do not expect it to be flawless.

Dowload the zip archive
Browse the source code
 

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Re: [Mod] Hidden Doors [1.0.0] [hidden_doors]

by Hamlet » Thu Aug 17, 2017 18:27

Thanks for your support, I've updated the initial post with the links to the development release.

New in 1.2.0-dev:

- Added localization support: intllib by kaeza
- Added the Italian locale file
- Updated the function to handle sound's specification to allow
different sounds for different materials doors.

Wooden doors now do have sounds (default MTG's).
 

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Re: [Mod] Hidden Doors [1.0.0] [hidden_doors]

by Napiophelios » Thu Aug 17, 2017 21:01

Have you tested the crafting for the wooden doors in the latest Dev branch?
Seems like it might make it impossible to get a normal MT game wooden door.
IDK, I could be wrong. I haven't had a chance to actually test it.

HaHa, Maybe you will have to use 6 different wood types to craft it :)
 

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Re: [Mod] Hidden Doors [1.0.0] [hidden_doors]

by Hamlet » Thu Aug 17, 2017 21:19

Napiophelios wrote:Have you tested the crafting for the wooden doors in the latest Dev branch?
Seems like it might make it impossible to get a normal MT game wooden door.
IDK, I could be wrong. I haven't had a chance to actually test it.

HaHa, Maybe you will have to use 6 different wood types to craft it :)


There's always something slipping from one's view, isn't it? :)
I've just checked the init.lua and at line 117 there's the recipe conflicting with the default door's recipe.

To anyone reading this: comment the line 117 in init.lua by adding -- as in this example:

Code: Select all
--hidden_doors.register_hidden_doors("default", "wood", "default:wood", S("Wood"), wood_default, wood_open, wood_close)


else you won't be able to craft regular wooden doors.

Furthermore, as Napiophelios told me, be warned that using textures bigger than 16 pixels will make things look weird.

I owe this guy a bottle of wine for his help! :D

Back to the doors' crafting issue, it will be fixed easily 'cause I was already thinking about changing the hidden doors' recipes to:

DSS
XXX
XXX

D = wooden door
S = camouflage slab (cobble, stone, etc.)
X = nothing

Bear with me, it takes some time for a noob to get a mod right.
 

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