Page 9 of 36

Posted: Thu Dec 19, 2013 22:02
by stormchaser3000
brunob.santos tha s due to you using the stable minetest 0.4.7 that is fixed in minetest 0.4.8

Posted: Sun Dec 22, 2013 17:17
by ak399g
How would one go about creating a set of boots that prevent fall damage?

Posted: Sun Dec 22, 2013 17:25
by stu
ak399g wrote:How would one go about creating a set of boots that prevent fall damage?
AFAIK there is no way to differentiate fall damage from any other type of damage, so currently not possible.
On the other hand, anti-gravity boots may soon become a possibilty.

Posted: Tue Dec 24, 2013 20:10
by nater6927
When ever the mod is installed... I'm just frozen in mid air.

Posted: Tue Dec 24, 2013 23:08
by stu
nater6927 wrote:When ever the mod is installed... I'm just frozen in mid air.
It looks like a recent commit may have broken compatability with minetest 0.4.8 stable

Download link in top post has now been changed.

Posted: Wed Dec 25, 2013 00:51
by nater6927
Thanks you SO much this mod always helps me and my friends on our server!! :)

Posted: Sun Jan 05, 2014 17:35
by mauvebic
I've tried both wield3d and this modpack, though i've had problems with both :/

wield3d leaves tools/entities laying all around the map, they're not selectable so i can't pick them up.

I tried this modpack in combination with zeg's skins mod, and for the most part the wieldview renders properly except for my own player, where im shown wielding my own skin texture :/

I dont know if wield3d and wieldview are the same, if not, would it be possible to spinoff wieldview into a seperate mod, so i could run just wieldview + skins?

Posted: Mon Jan 06, 2014 21:03
by stu
mauvebic wrote:I've tried both wield3d and this modpack, though i've had problems with both :/

wield3d leaves tools/entities laying all around the map, they're not selectable so i can't pick them up.

I tried this modpack in combination with zeg's skins mod, and for the most part the wieldview renders properly except for my own player, where im shown wielding my own skin texture :/
I am aware that there are still some issues with both wield3d and wieldview which in both cases seem to be caused by the player not being fully loaded (for want of a better term). Currently the only solution is to increase the delay time before the mod(s) apply changes to the player model or attempt to attach wield entities. However, BrandonReese reported that even as much as 10 seconds was not sufficient in some cases.
What we need is some way to know when it is 'safe' to apply changes to the default player as suggested in this post
Without this, anything else I try would only be a hacky workaround. Like for example add a whole series of initialization attempts

Code: Select all

for i = 0, 60, 10 do
    minetest.after(i, init_player, player)
end
mauvebic wrote:I dont know if wield3d and wieldview are the same, if not, would it be possible to spinoff wieldview into a seperate mod, so i could run just wieldview + skins?
They are entirely different, wield3d uses attached entities while with wieldview the wield item is a fixed part of the 3d_armor model. In earlier versions wieldview could be used independently but this is not possible with the current version, though It should not be too difficult to disable the armor aspect if required.

Posted: Mon Jan 06, 2014 23:58
by stormchaser3000
can we get 3d nodes instead of node tiles like in wield 3d if it is posilble to do this as a fixed part of the player model.

Posted: Wed Feb 05, 2014 21:32
by saikoe
does it have to come out of mod files are just regular download

Posted: Wed Feb 05, 2014 23:14
by hoodedice
saikoe wrote:does it have to come out of mod files are just regular download
Please rephrase your question. Elaborate a bit.

Posted: Fri Mar 28, 2014 13:44
by pop_harte
coooooooooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL

Posted: Fri Mar 28, 2014 14:08
by mcfan
Anyway to make a sword that will set the person on fire or knock them back several blocks?

Posted: Mon Mar 31, 2014 11:41
by JPRuehmann
Hello

How can I use 3DArmor with the unified Inventory?
Is or will be there a possibilty?

Thanks,
JPR

Posted: Mon Mar 31, 2014 16:44
by CraigyDavi
JPRuehmann wrote:Hello

How can I use 3DArmor with the unified Inventory?
Is or will be there a possibilty?

Thanks,
JPR
You can use modmenu instead. To put on armour type /m. viewtopic.php?id=5824

Posted: Tue Apr 01, 2014 18:00
by JPRuehmann
Thanks

But how I enable 3d armour wthout inventory plus?

till then,
JPR

Posted: Thu Apr 03, 2014 08:02
by JPRuehmann
OK
Found it and get it to work.
But it would still be lovely to embed it in the unified Inventory, I think.

Thanks,
JPR

Posted: Thu Apr 03, 2014 11:21
by Sokomine
JPRuehmann wrote: But it would still be lovely to embed it in the unified Inventory, I think.
*nod* Perhaps dmonty can integrate it, like he did in this thread with skins. Unified inventory is pretty practical, and some people seem to refrain from using it due to mods that are not integrated directly yet. Or stu could do it himshelf :-)

Posted: Thu Apr 03, 2014 23:28
by JPRuehmann
Thanks

It is merely a cosmetic thing to only have one place but two. ;-)

ca,
JPR

Posted: Tue Apr 08, 2014 21:32
by stu
Minor update: Added Support for bones mod.
Sokomine wrote:
JPRuehmann wrote: But it would still be lovely to embed it in the unified Inventory, I think.
*nod* Perhaps dmonty can integrate it, like he did in this thread with skins. Unified inventory is pretty practical, and some people seem to refrain from using it due to mods that are not integrated directly yet. Or stu could do it himshelf :-)
I will look at this but I always found UI a bit buggy but perhaps its improved since I last tried it.

Posted: Wed Apr 09, 2014 00:47
by Sokomine
stu wrote: I will look at this but I always found UI a bit buggy but perhaps its improved since I last tried it.
UI is practical most of the time and works well enough. I was sceptical at first as well but got used to it on Vanessas server and now don't want to miss it. The craft guide also improved. About the only thing that still gives me trouble with UI is the search field - it's hard to remember that you have to click on the magnifying glass and not just hit enter.

Adding support for your armor mod for UI would help a lot of servers and players.

Posted: Sun Apr 13, 2014 20:07
by stu
Mod Updated

Major overhaul of the armor inventory system including support
for unified inventory and the new unified inventory skins u_skins by dmonty

Screenshot:
Image

Armor inventory now has six slots prioritised top left to bottom right.
Items can be placed in any position where the highest priority for each
element is used, visual feedback is provided by a 2d preview.

Armor can now be configured by adding a armor.conf file to the 3d_armor directory.
please see armor.conf.example for the many new options available, including the
recently requested armor drop on death.

Note that armor can now be used without any inventory mod, however, it is highly
recommended that you do use either unified inventory or one of the inventory plus forks.

Quite a lot has changed so please let me know if you find any bugs.
I will bump the version and update the top post once I am satisfied everything is ok.

Cheers!

Posted: Sun Apr 13, 2014 20:20
by Temperest
Nice! Wish it was included in the main game.

Posted: Sun Apr 13, 2014 20:27
by Sokomine
Very nice! I'm sure that will come in handy on a lot of servers. Thank you for writing it!

Posted: Mon Apr 14, 2014 17:43
by Achilles
Nice update... but why are there now 6 boxes when there are only 5 types of armor???