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Posted: Tue Jul 02, 2013 02:03
by tinoesroho
... I've been playing around with the code, creating a "clothing" mod based on 3d_armor. I'm a dunce, so I wound up disabling the check in my modified armor.lua (called clothing.lua) that loads the groups (armor_use, etc). I'll throw it up here as soon as I finish textures (modified armor, of course).

Pretty cool, though.

Posted: Sun Jul 14, 2013 17:58
by stu
Added HD texture support to the current dev version. This currently requires a recent minetest dev build with the multiple UV texture support patch, post Jul 09, 2013

For minetest version 0.4.6/7 use the direct download link in the first post or use the version-0.3.1 github branch.

Posted: Wed Jul 17, 2013 04:25
by jojoa1997
good job it lookjs better than the last time i saw it. Keep up the good work.

Posted: Sat Jul 27, 2013 02:30
by BrunoMine
I want to warn you that I am using this mod.
I really enjoyed!
There's something I really need.
A dummy for each armor
A wooden dummy
A dummy iron
A dummy brass
A dummy diamond
Lack also an indicator in the inventory to facilitate understanding of where each object will. Example: a drawing of the helmet in place is the helmet.
This other tip is not so important but still interesting.
Put a dummy in the inventory, which shows how the player is. Just to see as this increases the happiness of the user.
Those are my words.
No doubt this was one of the best mods I've ever seen. Thank you!

Posted: Sat Jul 27, 2013 02:56
by philipbenr
could someone give me a link to the shields mod or extension?

Posted: Sat Jul 27, 2013 09:10
by Topywo
philipbenr wrote:could someone give me a link to the shields mod or extension?
You could use one of the links in the first post. The shield mod is part of the modpack.

Posted: Sun Aug 04, 2013 21:42
by stu
I have just made some updates to wieldview that may interest those using the current git version of this mod.

I have added a table of transformations that correct the rotation of default items that did not look so good. This table can be extended by a server admin to cover items from third-party mods. see wieldview/transform.lua

Made the wielded items more 3d looking by rendering multiple layers slightly spaced apart. This is quite experimental and I would be interested to here what others think about it, it does increase the size of the model by a fair bit.

I also made ordinary nodes, or anything without an inventory image, not visible by default. If you want 'nodes' to show up as 3d tiles then it can be enabled by setting wieldview_node_tiles = true in minetest.conf

Image

Posted: Mon Aug 05, 2013 02:44
by BadWolf
weird... thing: Image

I just installed the mod, It seems to work smooth, it doesn't crash, doesn't slow down, it was great until I went to actually look at another player, and found that they were holding a small version of their own texture. I logged in to the server as a different character to make sure, and I snapped this picture. The player I'm taking a picture of is holding a pickaxe. I tried multiple items with no change

Posted: Mon Aug 05, 2013 02:51
by BrandonReese
BadWolf wrote:weird... thing: Image

I just installed the mod, It seems to work smooth, it doesn't crash, doesn't slow down, it was great until I went to actually look at another player, and found that they were holding a small version of their own texture. I logged in to the server as a different character to make sure, and I snapped this picture. The player I'm taking a picture of is holding a pickaxe. I tried multiple items with no change
I came across this too, I think updating my version of minetest fixed it.

Posted: Mon Aug 05, 2013 03:17
by BadWolf
Updating to git? I'm reluctant to do that

Posted: Mon Aug 05, 2013 10:59
by Evergreen
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-

Posted: Mon Aug 05, 2013 13:34
by BadWolf
Evergreen wrote:
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-
I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability.

Truth is I'd upgrade if I were playing singleplayer but I've been working with a friend on a private server for a group. Currently I put more work into it than I had originally estimated just to keep it running smoothly, add as many mods as we can without overloading or glitching, and I'm working on a couple small mods on the side

Posted: Mon Aug 05, 2013 13:38
by Evergreen
BadWolf wrote:
Evergreen wrote:
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-
I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability
No, git is a project manager. Github is an online extension for git that minetest (and tons of other people) use to manage the/their project(s), and for collaboration purposes.

Posted: Mon Aug 05, 2013 13:41
by stu
BadWolf wrote:
Evergreen wrote:
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-
I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability
Well that is true of a lot of software but here the current git version is often the most stable. Anyway I should have pointed out that the current git version of this mod requires both client and server to be fairly recent builds of minetest. This is noted in the first post.

Posted: Mon Aug 05, 2013 17:02
by celeron55
BadWolf wrote:
Evergreen wrote:
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-
I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability.
This is completely true. Everyone who uses the git version without regular backups is always in greater danger of an irrepairably broken world and such.

Do not endorse the attitude that the git version is safe; it is very stressful to developers to try to always keep it in a perfect condition.

Posted: Mon Aug 05, 2013 17:08
by Evergreen
celeron55 wrote:
BadWolf wrote:
Evergreen wrote:Why do all the new people hate git?! -_-
I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability.
This is completely true. Everyone who uses the git version without regular backups is always in greater danger of an irrepairably broken world and such.

Do not endorse the attitude that the git version is safe; it is very stressful to developers to try to always keep it in a perfect condition.
I was thinking that he disliked git as in the project manager, not the latest unstable minetest version.

Posted: Mon Aug 05, 2013 18:02
by stu
celeron55 wrote:
BadWolf wrote:
Evergreen wrote:Why do all the new people hate git?! -_-
I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability.
This is completely true. Everyone who uses the git version without regular backups is always in greater danger of an irrepairably broken world and such.

Do not endorse the attitude that the git version is safe; it is very stressful to developers to try to always keep it in a perfect condition.
I would like to point out that I in no way endorse the idea that the development version is safe to use, particularly as a public server. My comments about the current git version 'often' being the most stable were mildly sarcastic and refers more to the client and game.

To use the latest git version of this mod you need any minetest build post Jul 09, 2013, this should include most of the third-party win32 builds by now.

As for minetestserver, you are probably best advised to await the release of minetest 0.4.8, which should be fairly soon.

Posted: Wed Aug 14, 2013 09:12
by ndjdjksisksk
can i have a download to the more armor mod so i can have mithril armor this would be cool for a server

Posted: Wed Aug 14, 2013 14:20
by addi
the good thing at this mod is: that you dont need a actual server. its just enough to have a actual client. if this is installed on a 0.4.7 server it dosent work for 0.4.7 clients. but if you use a beta-client it schows the armor and the wielditem.

i like this mod! its just amazing :) (exept the feature diamond-armor because its realy unreal)
(mithril would be better)

Posted: Mon Aug 19, 2013 19:07
by hammergil
BadWolf wrote:weird... thing: http://s15.postimg.org/b8x4dkz2f/Screenshot_from_2013_08_04_21_34_22.jpg

I just installed the mod, It seems to work smooth, it doesn't crash, doesn't slow down, it was great until I went to actually look at another player, and found that they were holding a small version of their own texture. I logged in to the server as a different character to make sure, and I snapped this picture. The player I'm taking a picture of is holding a pickaxe. I tried multiple items with no change

I get the same problem. I have the most current version of minetest installed on ubuntu precise. I have tried on multiple computers, all the same. Any fix for this?

Posted: Mon Aug 19, 2013 23:24
by Claire
This is a KICKASS mod!!! I would LOVE to see this in the default Minetest game! C:

Posted: Tue Aug 20, 2013 20:45
by TenPlus1
+1 should be added to the actual game :)

Posted: Tue Aug 20, 2013 22:22
by tinoesroho
@Claire:
It's great for multi-player, but it will probably never be added to minetest_game. Here's why:

Minetest_game is a barebones, simple starter pack designed for offline play. Servers install mods at will, so adding a multiplayer-oriented mod to minetest is a little... extraneous. Singleplayer will never actually see the effects of the mod, anyroad. Since there are no mobs in the default package, armour is useless.

If minetest_game were designed for multiplayer, wieldview would be added, although PvP-oriented mods (armour, shield), wouldn't.

Posted: Wed Aug 21, 2013 06:13
by ndjdjksisksk
tinoesroho wrote:@Claire:
It's great for multi-player, but it will probably never be added to minetest_game. Here's why:

Minetest_game is a barebones, simple starter pack designed for offline play. Servers install mods at will, so adding a multiplayer-oriented mod to minetest is a little... extraneous. Singleplayer will never actually see the effects of the mod, anyroad. Since there are no mobs in the default package, armour is useless.

If minetest_game were designed for multiplayer, wieldview would be added, although PvP-oriented mods (armour, shield), wouldn't.
i realy disagree minetest is a pure multi-player game remember in the minetest 0.3.1 days when the only ting in the menue was the adress bar to type a server adress in or start a multi player server

Posted: Wed Aug 21, 2013 10:36
by Dan Duncombe
ndjdjksisksk wrote:
tinoesroho wrote:@Claire:
It's great for multi-player, but it will probably never be added to minetest_game. Here's why:

Minetest_game is a barebones, simple starter pack designed for offline play. Servers install mods at will, so adding a multiplayer-oriented mod to minetest is a little... extraneous. Singleplayer will never actually see the effects of the mod, anyroad. Since there are no mobs in the default package, armour is useless.

If minetest_game were designed for multiplayer, wieldview would be added, although PvP-oriented mods (armour, shield), wouldn't.
i realy disagree minetest is a pure multi-player game remember in the minetest 0.3.1 days when the only ting in the menue was the adress bar to type a server adress in or start a multi player server
Bear in mind armour mods tend to completely block any entity damage at all because of the way they work, so they remove any mob damage at all, without wearing down.