[Mod] Meshnodes [0.3.0] [meshnode]

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orwell
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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by orwell » Post

stu wrote:
orwell wrote:Ehm, yes.
Have you tried to refuse using minetest's "buggy object management" and use tables and a globalstep instead? (and make the entities just "puppets")
Indeed, that is pretty much what the 'persistent' branch does (see above)
I didn't check it out.
stu wrote:...while true 'voxel area entities' are on the core development roadmap.
Remember, Soon(TM) is a registered trademark in minetest.
But that would be really nice...
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euroclydon
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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by euroclydon » Post

Hello stu.

I just want to tell you that your "persistent" branch works very well.

I edited the meshnode.lua file so that:

MESHNODE_MAX_SPEED = 4
MESHNODE_MAX_LIFT = 2

Click image for larger.

Raiding a Pyramid...

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Returning to "Spaceport"...

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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by jakab » Post

whad do i have to write to the 2 blank space ?
i tried the coordinates... but wrong, or not coordinates need to use :P if i set it with -1,-1,-1 and 1,0,1 the block i set, disappears :(
help me pls

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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by stu » Post

euroclydon wrote:Hello stu.

I just want to tell you that your "persistent" branch works very well.

I edited the meshnode.lua file so that:

MESHNODE_MAX_SPEED = 4
MESHNODE_MAX_LIFT = 2
Sorry, I must have missed this post or I would have responded before now.

Thank you for the feedback on the development branch and sharing those excellent screen shots, if you're still around :)
jakab wrote:whad do i have to write to the 2 blank space ?
i tried the coordinates... but wrong, or not coordinates need to use :P if i set it with -1,-1,-1 and 1,0,1 the block i set, disappears :(
help me pls
That seems very strange. Could you possibly post a screenshot of the build before entering those coordinates?

PS. Try starting with something simple like placing the controller on some flat ground and see what happens when you enter those same coords.

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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by jakab » Post

it works a bit, but ...
Attachments
another working try :P
another working try :P
screenshot_20160908_183601.png (898.51 KiB) Viewed 1300 times
before set
before set
screenshot_20160908_183515.png (908.89 KiB) Viewed 1300 times
after set
after set
screenshot_20160908_183454.png (978.66 KiB) Viewed 1300 times

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euroclydon
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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by euroclydon » Post

stu wrote:Thank you for the feedback on the development branch and sharing those excellent screen shots, if you're still around :)
Not a problem.

I generally don't drink beer at 10:30 in the morning, but when I do it's to come down off the vodka.

I wanted to make some videos, but I don't have a decent video card. I have the software. I'm on Linux so it's free. But let me see what I can do.

I have three of these ships now. I want to make two more larger classes. There's one thing about large ships that they never tell you. When you're exploring, it's hard to find a good parking space. I invariably run into a tree or a cliff. But I also get around using the Travelnet mod.

The vodka doesn't help, but sometimes I think that it does.

This is the "Catatorium". Originally its purpose was to serve as a shelter for endangered cats, e.g. in or around the water, or cliffs. Eventually it got out of hand and I found myself picking up cats wherever I went.

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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by krokoschlange » Post

The persistant branch works well but:
since fences are drawn with nodebox drawtype and glass as glasslike_framed_optional
you cant use glass (which is bad because i need windows) and fences...

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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by Nyarg » Post

Why do airShip disappear after game reloading ?

Ohh, I found answer, sorry (
Spoiler
RebelD wrote:
Esteban wrote:
RebelD wrote:I got a problem, when I relog the ship has disappeared. Any reason to why it disappears or how I can avoid that?
stu wrote: Limitations

Models will disappear or become detached from the controller if they are
unloaded. This can cause the server to warn against excessive objects and
destroy them accordingly.

I have tried a number of ways the get the models to persist after a server
restart but so far all of my efforts have been thwarted by minetest's buggy
object management system. I also wanted to be able to attach 'passengers'
to the entities, however, this has not been possible for the same reason.
Ah sorry :/
But here still stay but displacement lost anyway.
Spoiler
viewtopic.php?f=11&t=6184
Nyarg wrote:Mintest 0.4.14 have same behaviour (
singleplayer mode

When I first build and fly that's ok.
Image
But after reload the game displacement of attached entities lost.
Image
What do I wrong ?
So may be something like meta may fix it )
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
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Re: [Mod] Meshnodes [0.2.0] [meshnode]

by stu » Post

krokoschlange wrote:The persistant branch works well but:
since fences are drawn with nodebox drawtype and glass as glasslike_framed_optional
you cant use glass (which is bad because i need windows) and fences...
I understand that a lot has changed since the release of this mod so I am currently working on a re-write which will hopefully resolve many of these issues. I am hoping to have a new version ready for the upcoming version 0.4.15 engine so watch out for updates, I will add a new branch to the repo as soon as it is ready for testing

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by stu » Post

Mod Update: Version 0.3.0

As promised, I have more or less re-written this mod in an attempt to fix some it’s shortcomings and while it still has many limitations, I think it should at least be a bit more fun to play with and may even be potentially useful as a building tool.

New features
  • Made objects persistent, models should now automatically regenerate. (experimental)
  • Objects can now be restored to nodes with full rotation and metadata preserved.
  • Added a special ‘glue’ tool for more intuitive model connection.
  • Updated fences and added support for default xpanes and walls.
  • Improved configuration, moved global configs to meshnode namespace.
  • Added basic operator animations sit/stand.
  • Improved models, use .obj and .b3d instead of directx.
  • Added support for internationalisation. [intllib]
Since this is a re-write that tackles some pretty tricky stuff, there is a good chance you will find bugs. If you do then please report them here or via the github issue tracker.

Hint, it would be really cool if someone were to do a demo video for this, I may eventually get round to doing so myself but I suck at making videos and do not have a youtube account.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by texmex » Post

Looks good stu! Will go ahead and try your mod out, just found out about it.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by stu » Post

texmex wrote:Looks good stu! Will go ahead and try your mod out, just found out about it.
As it happens I have just posted a video for this, what are the odds someone would have bumped this post? :-D

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by texmex » Post

Took the mod for a spin. It works quite well. The glue tool seems much more intuitive than the former method, so stick(y) with that. I tried to glue on a ladder, but it didn't follow the rest of the vehicle.

I had an issue that left the whole structure almost transparent when restoring a vehicle to regular blocks. Their still slightly visible however. I tried to reproduce, but couldn't. The blocks are breakable but gives no item back.
Spoiler
Image
There's also a visual bug on fences as soon as their glued.
Spoiler
Image

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by stu » Post

texmex wrote:I tried to glue on a ladder, but it didn't follow the rest of the vehicle.
Ladders are wallmounted and therefore not currently supported, however, I may consider making them an exception.
texmex wrote:I had an issue that left the whole structure almost transparent when restoring a vehicle to regular blocks. Their still slightly visible however. I tried to reproduce, but couldn't. The blocks are breakable but gives no item back.
That's very strange, I have not seen anything like that in my tests. If you do find a way to reproduce this please let me know.
texmex wrote:There's also a visual bug on fences as soon as their glued.
That looks like it could have something to do with the texture pack, could you tell me which one you are using?

Thank you for the report.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by texmex » Post

I'll see if I can reproduce the bug when I play with it next time. I use the Good Morning Craft TP.

This mod would become really useful for me when several players can ride the vehicles, but I've understand that is a very unsupported feature in the engine itself.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by stu » Post

texmex wrote:I'll see if I can reproduce the bug when I play with it next time. I use the Good Morning Craft TP.

This mod would become really useful for me when several players can ride the vehicles, but I've understand that is a very unsupported feature in the engine itself.
Thank you, I have just pushed an update that should hopefully fix the issue with fences.

Update: Regarding the other issue, I am guessing it could have been caused by trying to restore the model in an unloaded area so I have now added a patch which prevents that.

Passenger support is on my todo-list but I am not yet sure how that's gonna work.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by Cage » Post

Great mod. I often wished there was a way to carried an infinite chest around, and now I have a way to do it.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by Melkor » Post

I recently discover this and is awesome, i was waiting something like this since the Airship mod from Pavel_s, having fun, moving thing like small houses haha, sadly is not possible to use door or alike in this mode and the meshnodes have no collision except for the controller so it can can con trough everything.
Can be really great having different types of meshnodes, for example aside from the one that can fly(airships), another that only can float in water(boats), another only road(cars), etc

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by Nekrofage » Post

Hi all !!
Thank you for this mod ! :D
It's very cool !

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by MinisterFarrigut » Post

So let me see....if I have, oh let's say, a building....could I get it to fly? XD
I build buildings. I don't usually make mods...I use them.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by false_chicken » Post

This mod is awesome! I plan to use it with my space server. Thanks Stu!
DISCLAIMER: I am probably wrong.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by Ima-builder » Post

Looks Great, I can't wait to try it out.
P.S. Maybe you can also add car and boat variations .

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by false_chicken » Post

Ima-builder wrote:Looks Great, I can't wait to try it out.
P.S. Maybe you can also add car and boat variations .
This is a good idea.
DISCLAIMER: I am probably wrong.

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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by aristotle » Post

Literally impressed! :D
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Re: [Mod] Meshnodes [0.3.0] [meshnode]

by Bag0Cheese » Post

G-mod be like
You know the rules and so do I, SAY GOODBYE

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