[Mod] Minetest 2D 2 [mt2d]

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AiTechEye
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[Mod] Minetest 2D 2 [mt2d]

by AiTechEye » Sun Oct 28, 2018 19:13

Image
The Minetest 2D mod
Depends: default, sethome?
Licenses: code and media CC0
Source
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Wiki

Simply transforms the minetest world into 2d dimension.
Almost everything are completely flat

players with the leave2d privilege can hold "special" to leave the 2d world or revert

Players can walk, jump, swim, hurt by heights, blocks, drop bones, /sethome /home etc like normal players...

Hold sneak to: sneak, fly/fast, noclip (requires the privileges like default)

if you grant or revoke fly or noclip privileges, the player have to die or respawn to take effect

You can use any mapgen


+ log


Image
Image
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Last edited by AiTechEye on Tue Nov 06, 2018 16:54, edited 23 times in total.
 

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Chiantos
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Re: [Mod] Minetest 2D 0.5 [mt2d]

by Chiantos » Sun Oct 28, 2018 19:20

Hello,

Can you use WTFPL or other for code ? I think CC0 is only for medias, not sure ...

I like the Idea. For hand problem, i suggest Add a picture empty function for replace le disable 3d hand.

For caméra 2d, this is a mob Sam control with identity use attach ?

Thank for terrariatest, Good day.
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Re: [Mod] Minetest 2D 0.5 [mt2d]

by Chiantos » Sun Oct 28, 2018 20:23

Ok sorry ;) i have test this mod, this is a good concept. Problem ... Control caméra glitch is not easy use.

For mod, i have problem for move ... You have use attach camera with a mob ? This is very hard ...

Good Day.
Last edited by Chiantos on Sun Oct 28, 2018 20:28, edited 1 time in total.
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Re: [Mod] Minetest 2D 0.5 [mt2d]

by AiTechEye » Sun Oct 28, 2018 20:26

minetest's camra functions are limited, so the player are attached to a camra/object that are folowing the other player/object, because the players views are fixed to the player it self, this makes it impossible to point something else


some trees/leaves are not replaced by on_generated, someone know how to remove all of them?
 

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Re: [Mod] Minetest 2D 0.5 [mt2d]

by Chiantos » Sun Oct 28, 2018 20:34

AiTechEye wrote:minetest's camra functions are limited, so the player are attached to a camra/object that are folowing the other player/object, because the players views are fixed to the player it self, this makes it impossible to point something else


some trees/leaves are not replaced by on_generated, someone know how to remove all of them?


Hello, With custom Mapgen and a 2d Player Model, i think maybe. I have not test.

For Caméra, i can understand ... I have not find for use this for character creator for modify view, i Wait 5.0 for this and other problem.

Good Day and good luck (your concept is a good Idea for a TerraTest.)
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Re: [Mod] Minetest 2D 0.8 [mt2d]

by Stix » Mon Oct 29, 2018 20:09

Ive been hoping to see something like this to try out for a while now, thanks! I'll definitely be trying this out.
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Re: [Mod] Minetest 2D 0.8 [mt2d]

by Chiantos » Mon Oct 29, 2018 20:30

Hello,

When I try to move the 2D character, the camera falls down.

The generation of the field and the character in 2d are however much better, good work.
The concept and Idea, I like, I will follow this mod with great interest.

Good Day.
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Re: [Mod] Minetest 2D 0.8 [mt2d]

by AiTechEye » Mon Oct 29, 2018 21:14

this may be due to the mapgen, players are inside a wall of invisiable blocks, to prevent the player from falling.

if you are in a older part of the biometric, may this wall be missing

all dead players are loosing their attached "camra" and player, then moves to new ones, just to make it possable to players to respawn in other locations by default or mods

EDIT:

now i saw the glitch too, where the camra was slipping down, i will fix it when i figures it out how it works.
 

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Re: [Mod] Minetest 2D [mt2d]

by Diamond knight » Wed Oct 31, 2018 19:14

One warning, never use a boat in this mod :P

It teleports your camera onto the boat and bugs you out.
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Re: [Mod] Minetest 2D [mt2d]

by AiTechEye » Thu Nov 01, 2018 11:08

it should, the thing the mod does, is making all registered nodes flat, and only leaves generated nodes from z=0

boats and carts are deactivated until further notice
 

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Re: [Mod] Minetest 2D [mt2d]

by TheReaperKing » Thu Nov 01, 2018 14:28

This is so awesome!! AiTechEye you never cease to amaze me!
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Re: [Mod] Minetest 2D [mt2d]

by Diamond knight » Thu Nov 01, 2018 17:21

TheReaperKing wrote:This is so awesome!! AiTechEye you never cease to amaze me!


That is so true, AiTechEye is a truly underrated modder in the greater minetest community.
He always pushes the limits of minetest modding.
The IMPERIVM FERRVM shall once more blossom!
viewtopic.php?f=3&t=20851

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Re: [Mod] Minetest 2D [mt2d]

by AiTechEye » Thu Nov 01, 2018 23:26

you're right :)

making armor is not a problem, just to do character_skin.png^armo_skin.png, but i will not do it now

+doors
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Re: [Mod] Minetest 2D 1.1 [mt2d]

by BrunoMine » Fri Nov 02, 2018 15:35

LOL. Very well.
You can move trees to gameplay line.
 

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Re: [Mod] Minetest 2D 1.1 [mt2d]

by AiTechEye » Fri Nov 02, 2018 17:01

mobs works fine, there are invisible walls into the world, so they wont fall

EDIT:
+beds
you can sleep in them until next morning + night skip
 

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Re: [Mod] Minetest 2D 1.2 [mt2d]

by ShallowDweller » Sat Nov 03, 2018 09:30

garywhite wrote:It looks like Terraria, but free

And much easier to mod and with no viral biomes and no NPCs opening doors to let zombies in :D
*Waits for a new subgame featuring this mod*
 

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Re: [Mod] Minetest 2D 1.2 [mt2d]

by Andrey01 » Sat Nov 03, 2018 15:03

Huh, very nice idea!
DL9Eh7xVBw7DXwLAMX1lStE21bSD2XUQ
 


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