[Abandoned] [Mod] Hidden Doors [1.12.1] [hidden_doors]
- azekill_DIABLO
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Re: [Mod] Hidden Doors [1.5.1] [hidden_doors]
what about trapdoors? (if they are not already included)
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- Napiophelios
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Re: [Mod] Hidden Doors [1.5.1] [hidden_doors]
the inventory images suck if you use a texture pack over 64px
I tried the mod with VanessaE HDX128px pack and couldn't tell the difference
between stone and stone brick inv images.
I tried the mod with VanessaE HDX128px pack and couldn't tell the difference
between stone and stone brick inv images.
HaHaHaHaHaHa Hamlet's got more work to do :)azekill_DIABLO wrote:what about trapdoors? (if they are not already included)
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Re: [Mod] Hidden Doors [1.5.1] [hidden_doors]
xDNapiophelios wrote: HaHaHaHaHaHaHamlet
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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Re: [Mod] Hidden Doors [1.5.1] [hidden_doors]
Hmm, the high res texture pack I'm using shows good in inventory. The one I use, is converted Chroma Hills MC texture packNapiophelios wrote:the inventory images suck if you use a texture pack over 64px
I tried the mod with VanessaE HDX128px pack and couldn't tell the difference
between stone and stone brick inv images.
nice, gonna download in a bit and give it a go, Thanks for your work.Hamlet wrote:Master 1.5.1 released
- This fixes the mirrored images issue as well as rendering correctly the inventory images, thanks to Napiophelios.
@Napiophelios I've been looking at how to implement client-side configuration, it will be added in the next Dev version.
I would like to thank those who have followed the development of this mod, this release should meet the quality expected from a mature mod and of course give you what it is aimed to add; so far it is supporting only the MTG nodes, but the roadmap does include support for other mods like Castles, Darkage and More Nodes.
And now, off to play with your dungeons, secret chambers and stuff. :)
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Re: [Mod] Hidden Doors [1.5.1] [hidden_doors]
I have this on my server
My Public Mods! Discord: Rottweiler Games#3368
- Hamlet
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Re: [Mod] Hidden Doors [1.5.1] [hidden_doors]
Dev 1.5.2 released
- Stone doors' sound volume increased
Now it should be even with the wooden doors' sound volume; you can adjust it editing lines 36 and 37:
I'm considering the idea of allowing to set it via GUI menu.
- Stone doors' sound volume increased
Now it should be even with the wooden doors' sound volume; you can adjust it editing lines 36 and 37:
Code: Select all
local stone_open = {name = "hidden_doors_stone_door_open", gain = 5.0}
local stone_close = {name = "hidden_doors_stone_door_close", gain = 5.0}
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Re: [Mod] Hidden Doors [1.5.1] [hidden_doors]
CLAAACCCKKK!Hamlet wrote:Code: Select all
local stone_open = {name = "hidden_doors_stone_door_open", gain = 5000.0}
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- Hamlet
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Re: [Mod] Hidden Doors [1.5.1] [hidden_doors]
Master 1.6.0 released
- Texture resolution configurable via GUI under Advanced Settings.
- Stone doors' sound volume as above.
- Hardcoded check for invalid resolutions.
- Hidden doors made of ice.
- Locale template updated.
- Italian locale updated.
- Texture resolution configurable via GUI under Advanced Settings.
- Stone doors' sound volume as above.
- Hardcoded check for invalid resolutions.
- Hidden doors made of ice.
- Locale template updated.
- Italian locale updated.
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Re: [Mod] Hidden Doors [1.6.0] [hidden_doors]
Master 1.7.0 released
- Adds support for the Darkage module
- Adds support for the Darkage module
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- Hamlet
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Re: [Mod] Hidden Doors [1.7.1] [hidden_doors]
Master 1.7.1 released (bugfix)
- Disabled textures' scaling for Darkage: when using texture packs
having a resolution higher than 16px, Darkage's textures will be
kept at their native resolution.
- Disabled textures' scaling for Darkage: when using texture packs
having a resolution higher than 16px, Darkage's textures will be
kept at their native resolution.
My repositories: Codeberg.org | My ContentDB's page
Re: [Mod] Hidden Doors [1.7.0] [hidden_doors]
got this error in latest commits
Line 87 is:
Code: Select all
2017-08-26 15:57:22: ERROR[Main]: /home/lonestar/.minetest/mods/hidden_doors-master/init.lua:87: unexpected symbol near ':'
Code: Select all
::invalid_resolution::
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Re: [Mod] Hidden Doors [1.7.0] [hidden_doors]
I'm investigating it, thanks for reporting.lonestar wrote:got this error in latest commits
Line 87 is:Code: Select all
2017-08-26 15:57:22: ERROR[Main]: /home/lonestar/.minetest/mods/hidden_doors-master/init.lua:87: unexpected symbol near ':'
Code: Select all
::invalid_resolution::
---EDIT
It's strange: I'm not having that issue, I'm using Minetest 0.4.16 stable and the latest Minetest Game.
Which versions are you using? Also, I'm using Lua 5.2, what about you?
However, you can safely strip that feature - invalid resolution check - by doing this:
Comment line 87:
Code: Select all
--::invalid_resolution::
Code: Select all
--[[
else
-- If the setting is not valid then set it to 16px and return at the
-- beginning of the else-if statement.
hidden_doors_res = pixels
minetest.settings:set("hidden_doors_res", hidden_doors_res)
goto invalid_resolution
]]--
I have no idea why it dislikes the goto statement, anyone else having this issue?
Last edited by Hamlet on Sat Aug 26, 2017 21:21, edited 1 time in total.
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Re: [Mod] Hidden Doors [1.7.1] [hidden_doors]
ok, from what I read:
This could be the issue, i'm no coder, but I dont think the goto and destination is in the same stack frame.The reason is because the goto statement and its destination must reside in the same stack frame. The program context before and after the goto need to be the same otherwise the code being jumped to won't be running in its correct stack frame and its behavior will be undefined.
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Re: [Mod] Hidden Doors [1.7.1] [hidden_doors]
Ah. that's it. Thanks for the info, I'll fix that.lonestar wrote:ok, from what I read:
This could be the issue, i'm no coder, but I dont think the goto and destination is in the same stack frame.The reason is because the goto statement and its destination must reside in the same stack frame. The program context before and after the goto need to be the same otherwise the code being jumped to won't be running in its correct stack frame and its behavior will be undefined.
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- Hamlet
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Re: [Mod] Hidden Doors [1.7.2] [hidden_doors]
Master 1.7.2 released (bugfix)
- Removed goto statement, changed the code to accomplish the same
task without it.
- Removed goto statement, changed the code to accomplish the same
task without it.
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- ManElevation
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Re: [Mod] Hidden Doors [1.7.2] [hidden_doors]
Just make the doors locked with this (im not sure if its =true or =false)
and use this for the owned by ""
Or if you dont want the people to see the door text so its fully hidden than dont put the second code
Code: Select all
only_placer_can_open = false
Code: Select all
meta:set_string("infotext", "Door (owned by ".. placer:get_player_name() .. ")")
My Public Mods! Discord: Rottweiler Games#3368
- Hamlet
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Re: [Mod] Hidden Doors [1.7.2] [hidden_doors]
The current state of things
---------------------------
Planned support for the next release:
- Nodes from Morenodes
New features under development:
- Custom keys for each door type (i.e. stone-made, metal-made, etc.)
- The Lockpick (you rogues!)
Briefly: more doors, lockable doors, pickable locks.
Note: unlike the default locked doors, hidden doors will not be restricted to their owners and/or friends; anyone having the right key will be able to unlock the matching hidden door - if they can find the door, of course. Keys and lockpicks will have limited uses and the chance to break.
Be patient, it will take some time.
---------------------------
Planned support for the next release:
- Nodes from Morenodes
New features under development:
- Custom keys for each door type (i.e. stone-made, metal-made, etc.)
- The Lockpick (you rogues!)
Briefly: more doors, lockable doors, pickable locks.
Note: unlike the default locked doors, hidden doors will not be restricted to their owners and/or friends; anyone having the right key will be able to unlock the matching hidden door - if they can find the door, of course. Keys and lockpicks will have limited uses and the chance to break.
Be patient, it will take some time.
My repositories: Codeberg.org | My ContentDB's page
- ManElevation
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Re: [Mod] Hidden Doors [1.7.2] [hidden_doors]
sounds great!Hamlet wrote:Note: unlike the default locked doors, hidden doors will not be restricted to their owners and/or friends; anyone having the right key will be able to unlock the matching hidden door - if they can find the door, of course. Keys and lockpicks will have limited uses and the chance to break.
Be patient, it will take some time.
My Public Mods! Discord: Rottweiler Games#3368
Re: [Mod] Hidden Doors [1.7.2] [hidden_doors]
Yes it can be nice for mazes if implemented correctly and be exactly like two cobblestone.
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Re: [Mod] Hidden Doors [1.9.0] [hidden_doors]
v. 1.9.0 released
1.9.0
-----
- Added sand, silver sand and desert sand doors
1.8.0
-----
- Added support for the Moreblocks module
- Added bookshelf door from Minetest Game (vessels dependency)
---EDIT
Using Darkage and Moreblocks, the available hidden doors will be 93. Just for the record.
1.9.0
-----
- Added sand, silver sand and desert sand doors
1.8.0
-----
- Added support for the Moreblocks module
- Added bookshelf door from Minetest Game (vessels dependency)
---EDIT
Using Darkage and Moreblocks, the available hidden doors will be 93. Just for the record.
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Re: [Mod] Hidden Doors [1.9.0] [hidden_doors]
o0 thats a lot of hidden doors
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Re: [Mod] Hidden Doors [1.9.0] [hidden_doors]
Yeah, indeed.Chibi ghost wrote:o0 thats a lot of hidden doors
I consider this release as a mile stone, I will not add support for other modules - of course I will accept pull requests from people wishing to add support for other modules/nodes.
From now on I will focus on the aforementioned lockable doors.
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Re: [Mod] Hidden Doors [1.10.0] [hidden_doors]
Release 1.10.0
- Allows self-removal via Settings/Advanced Settings/Mods/hidden_doors
NOTE: If you have created hidden doors based on optional dependencies be sure that those mods are enabled, else the self-cleaner will ignore them assuming that if no optional dependencies are in place then no hidden doors based on their nodes exist.
- Allows self-removal via Settings/Advanced Settings/Mods/hidden_doors
NOTE: If you have created hidden doors based on optional dependencies be sure that those mods are enabled, else the self-cleaner will ignore them assuming that if no optional dependencies are in place then no hidden doors based on their nodes exist.
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Re: [Mod] Hidden Doors [1.0.0] [hidden_doors]
hello, why did you remove this mod?
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