[Mod] Meshnodes [0.3.0] [meshnode]
It will be good too if each spaceship/airplane will have hp depending on how much of what material is used. Also, is it possible to put chests or mesecon stuff on here that works?
I have stopped playing minetest, and may not come back to it again. I would like to thank everyone that made the amazing time I had playing it. This account is not in use anymore, and the email has been linked to a unused account. If any administrator reading this has time, feel free to delete my account. Thank you very much for the great experience.
Re: [Mod] Meshnodes [0.2.0] [meshnode]
Is this mod compatible with 4.10? I tried to use it, but nothing happens. I set the minp and maxp and then I click the generate entity, but nothing happens.
- AMMOnym
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
Same for me. I made a modpack like Space Engineers and my first ship couldnt fly.Esteban wrote:Is this mod compatible with 4.10? I tried to use it, but nothing happens. I set the minp and maxp and then I click the generate entity, but nothing happens.
- Casimir
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
Open init.lua and comment out both lines 152 and 176. So it looks like the following.
Code: Select all
on_receive_fields = function(pos, formname, fields, sender)
-- if fields.connect and not fields.quit then
local minp = minetest.string_to_pos(fields.minp)
local maxp = minetest.string_to_pos(fields.maxp)
if is_valid_pos(minp) and is_valid_pos(maxp) then
local node = minetest.get_node(pos)
minetest.remove_node(pos)
local positions = {}
local parent = minetest.add_entity(pos, "meshnode:ctrl")
if parent then
for x = minp.x, maxp.x, get_step(minp.x, maxp.x) do
for y = minp.y, maxp.y, get_step(minp.y, maxp.y) do
for z = minp.z, maxp.z, get_step(minp.z, maxp.z) do
local node_pos = vector.add(pos, {x=x, y=y, z=z})
meshnode:create(node_pos, parent)
table.insert(positions, node_pos)
end
end
end
for _, pos in pairs(positions) do
minetest.remove_node(pos)
end
end
else
local name = sender:get_player_name()
minetest.chat_send_player(name, "Invalid Position!")
end
-- end
end,
Re: [Mod] Meshnodes [0.2.0] [meshnode]
Thanks for the help!Casimir wrote:Open init.lua and comment out both lines 152 and 176. So it looks like the following.Code: Select all
on_receive_fields = function(pos, formname, fields, sender) -- if fields.connect and not fields.quit then local minp = minetest.string_to_pos(fields.minp) local maxp = minetest.string_to_pos(fields.maxp) if is_valid_pos(minp) and is_valid_pos(maxp) then local node = minetest.get_node(pos) minetest.remove_node(pos) local positions = {} local parent = minetest.add_entity(pos, "meshnode:ctrl") if parent then for x = minp.x, maxp.x, get_step(minp.x, maxp.x) do for y = minp.y, maxp.y, get_step(minp.y, maxp.y) do for z = minp.z, maxp.z, get_step(minp.z, maxp.z) do local node_pos = vector.add(pos, {x=x, y=y, z=z}) meshnode:create(node_pos, parent) table.insert(positions, node_pos) end end end for _, pos in pairs(positions) do minetest.remove_node(pos) end end else local name = sender:get_player_name() minetest.chat_send_player(name, "Invalid Position!") end -- end end,
Dude, we think the same! I was playing with the moon realm mod and I was going to use this mod to make ships! xDAMMOnym wrote:Same for me. I made a modpack like Space Engineers and my first ship couldnt fly.Esteban wrote:Is this mod compatible with 4.10? I tried to use it, but nothing happens. I set the minp and maxp and then I click the generate entity, but nothing happens.
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
XD. I was playing with asteroids, skybox, moreblocks, moreores, travelnet, Mgv7(Like moon, where i was flying for mining ores), and a lot of other mods.
Re: [Mod] Meshnodes [0.2.0] [meshnode]
I got a problem, when I relog the ship has disappeared. Any reason to why it disappears or how I can avoid that?
Re: [Mod] Meshnodes [0.2.0] [meshnode]
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.
Scan avatar or click here to read a Message of Hope (PDF)
Re: [Mod] Meshnodes [0.2.0] [meshnode]
Ah sorry :/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.
-
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
Awesome mod, but the *** is such a shame. I would have so liked to keep my ships.
- lightonflux
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
Would it be possible to add the code from https://bitbucket.org/neko259/flyingships which looks at connected nodes and then automatically configures it? That way you don't have to use the relative coordinates.
Edit: Also a limit of size would be nice. I dead locked a MT session with -20,-20,-20/20,20,20.
Edit: Also a limit of size would be nice. I dead locked a MT session with -20,-20,-20/20,20,20.
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
From what I seem to understand from your post, a size limit is necessary for THAT idea, or you could have the WHOLE WORLD flying XD.
- Hybrid Dog
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
Nice mod but not very smooth movement.
- stu
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
Thanks, but I think the name may now be a bit confusing with the mesh node drawtype :/Hybrid Dog wrote:nice mod
Regarding persistence after unload, I do have some ideas but I need to do some tests. Saving the entities is easy enough, it's re-attaching them that is the problem, especially if the model is only partially unloaded.
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
I've not tried it with the current version of minetest but it used to pretty smooth irrc, though it was made deliberately quite slow.ABJ wrote:Nice mod but not very smooth movement.
- Hybrid Dog
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
l did a few changes that nodes which aren't visible don't become added to the objects chunk to reduce lag:
Of course only the normal nodes are affected.
l think l'll make more invisible.
Of course only the normal nodes are affected.
l think l'll make more invisible.
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- stu
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
That would be a very nice feature, although in future I may add the possibility to transform the entities back into nodes (metadata intact) once I have achieved reliable persistence, that is.Hybrid Dog wrote:l did a few changes that nodes which aren't visible don't become added to the objects chunk to reduce lag:
I see you have this added to your fork, I will check it out, please submit a pull request when you are happy it is working.Hybrid Dog wrote: Of course only the normal nodes are affected.
l think l'll make more invisible.
PS. Nice screenshot btw.
- Hybrid Dog
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
ok, somehow textures[1] is not always the top texture with cube visual, so l think l can't hide the textures facing each other that you can only see them when you stuck in one of the two objects.
lf you want to save the entity chunk, you would need to use staticdata l think. And there's still the forcing deleting objects if there are too much problem.
What do you think about making less and bigger entities instead of many small ones if they have the same textures? l did it for my nodebox_creator mod, else the items would become deleted the whole time because 16*16*16 are many entities. viewtopic.php?f=9&t=10274
lf you want to save the entity chunk, you would need to use staticdata l think. And there's still the forcing deleting objects if there are too much problem.
What do you think about making less and bigger entities instead of many small ones if they have the same textures? l did it for my nodebox_creator mod, else the items would become deleted the whole time because 16*16*16 are many entities. viewtopic.php?f=9&t=10274
- stu
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
I have been tinkering with a new idea to keep your structures alive following an unload, restart or even a /clearobjects
It is a wee bit overkill (imo) though necessary to overcome the inadequacies of minetest's entity system.
If you are interested in testsing then please checkout the 'persistent' branch of the repo.
https://github.com/stujones11/meshnode/tree/persistent
Not recommended for servers at this stage, expect to find bugs but do please report them.
Cheers
It is a wee bit overkill (imo) though necessary to overcome the inadequacies of minetest's entity system.
If you are interested in testsing then please checkout the 'persistent' branch of the repo.
https://github.com/stujones11/meshnode/tree/persistent
Not recommended for servers at this stage, expect to find bugs but do please report them.
Cheers
- Samson1
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
When I die my ship gets deleted:(
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
Ehm, yes.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.
Have you tried to refuse using minetest's "buggy object management" and use tables and a globalstep instead? (and make the entities just "puppets")
Another thing that would be nice: Offer a way to mount airships back into the node grid. This way, you could save chest invs along with the entities and make them accessable again by remounting the ship into the node grid, so it is a normal chest again. This also would fix the limitations above.
- stu
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Re: [Mod] Meshnodes [0.2.0] [meshnode]
Indeed, that is pretty much what the 'persistent' branch does (see above)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")
That is something I had planned to do eventually, however, I don't really want to spend too much time on this as it is never going to be perfect, while true 'voxel area entities' are on the core development roadmap.orwell wrote:Another thing that would be nice: Offer a way to mount airships back into the node grid. This way, you could save chest invs along with the entities and make them accessable again by remounting the ship into the node grid, so it is a normal chest again. This also would fix the limitations above.
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