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Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Mon Nov 26, 2018 14:59
by Dan2018
Protection doesnt seem to work on normal doors its been found out.
It doesnt destroy it but the flip and hurt setting doesnt work, means if you keep trying you can eventually walk/glitch through the door.

Server is now trying to replace all their doors with the proper protected.

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Mon Nov 26, 2018 20:56
by TenPlus1
Default wooden door is always open for all, same way the locked door is locked to all but owner, but if you want to change this check out Doors Redo which provides a key tool to open,lock,protect any door registered with the door mod.

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Fri Nov 30, 2018 06:16
by spixi
The file https://notabug.org/TenPlus1/protector/ ... r_logo.png is a copyright violation. It is a downsized version of the Battle for Wesnoth logo (https://github.com/wesnoth/wesnoth/blob ... h-icon.png), which is licensed under the GPL, but your mod uses an incompatible license

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Fri Nov 30, 2018 08:45
by TenPlus1
it is not the actual logo itself but a crude miniature made in gimp.

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Fri Nov 30, 2018 19:56
by spixi
TenPlus1 wrote:it is not the actual logo itself but a crude miniature made in gimp.

But it is still a derivative work. It is exactly that image scaled down to 16x16 px.

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Fri Nov 30, 2018 20:35
by TenPlus1
spixi: the 32px texture included has no yellow rim or shield logo in the centre or sword detail to that matter, it's not the same texture.

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Fri Nov 30, 2018 21:11
by spixi
I don't know. For me it looks to similar to the Battle for Wesnoth logo, to be honest. What about this logo I just made from scratch? I release it under CC0, so you may use it as alternative.

Image

This is a small impression, how it looks like.
Image

Edit:
I found the original image and it is in fact the same, just a little darker. Look for favicon2.png.
https://forums.wesnoth.org/viewtopic.php?f=18&t=39851

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Sat Dec 01, 2018 11:10
by wziard
TenPlus1 wrote:spixi: the 32px texture included has no yellow rim or shield logo in the centre or sword detail to that matter, it's not the same texture.


If I overlay the wesnoth logo scaled down over the protector logo, they are supiciously similar. It looks like the same logo with the colors slightly changed, at least the shield outline is an exact match. Could be a coincidence (after all, a shield shape is a shield shape and 16 pixels are not too many) but to prevent hassle I'd change it.

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Sat Dec 01, 2018 20:21
by Hybrid Dog
Image
I doubt that this is a coincidence.
The brighter colour might be the result of gamma correct downscaling, which was added to gimp not very long ago.
Maybe the original texture is not from wesnoth but some common more freely licensed (WTFPL or CC0) ancestor.

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Sat Dec 22, 2018 05:42
by lister
is there a priv for using this? we are firing off a hardcore death server, and protection (by default) seems a bit silly there, and this mod is oh-so-sweet :D

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Sat Dec 22, 2018 08:42
by TenPlus1
The only privelage that the mod uses is 'protection_bypass' so that admin players can override protected areas and dig/place etc.

Re: [Mod] Protector Redo [2.7] [protector]

PostPosted: Fri May 17, 2019 10:33
by snoopy
Thank you again very much for your creativity and the active maintenance to this mod.

The coverage of both doors and chests and the formspec interface additions are very welcome. Please consider my Pull request #10 Protected Sakura Wood Door introduced as a contribution. The sakura tree and the sakura wood door of your excellent ethereal mod are very nice ideas indeed.

Updated to version 2.8

PostPosted: Sun May 19, 2019 08:51
by TenPlus1
- Added 'protector_show_interval' setting to minetest.conf [default is 5 seconds]
- Code tidy

Re: Updated to version 2.8

PostPosted: Sun May 19, 2019 12:40
by snoopy
TenPlus1 wrote:- Added 'protector_show_interval' setting to minetest.conf [default is 5 seconds]
- Code tidy


Thank you very much.

Furthermore, I learned that one should use the 'doors' mod redo to enjoy more protected doors including but not limited to the sakura door apparently. Good advice.

[protector] Protection Mese Lamp

PostPosted: Mon May 20, 2019 09:05
by snoopy
Please have a look at my Pull Request: #13 Provide a 'Protection Mese Lamp' node

Please consider to provide a 'Protection Mese Lamp' node "protector:meselamp" by change of code to a reusable function for registration of different looking protector nodes. There are two new PNGs included in my contribution:
  • protector_logo_ray.png
  • protector_overlay_ray.png
The PNG files were reduced in size by help of the OptiPNG tool as appropriate.

The 'Protection Mese Lamp' node emanates light and has the same functionalities like the 'Protection Block' node.

Image
A view on a 'Mese Lamp', a 'Protection Block' and the new 'Protection Mese Lamp' from left to right.

The 'Protection Mese Lamp' is crafted from a 'Protection Block' and a 'Mese Lamp' in a simple but rather expensive recipe.

Image
Crafting the new 'Protection Mese Lamp' from a 'Protection Block' and a 'Mese Lamp' in the inventory.
The bottom row shows the standard protection nodes and the screwdriver.


@TenPlus1 :
I would appreciate if you could include this into your code base as update to the official 'protector' mod.
My a.m. contribution gives heed to the 'Protector Mese Lamp' in all the resp. lua files as appropriate, hopefully.

Hope this is fun.

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Mon May 20, 2019 13:43
by TenPlus1
Why not place a Protection Logo on top of a Meselamp to give the same look ?

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Mon May 20, 2019 13:53
by snoopy
TenPlus1 wrote:Why not place a Protection Logo on top of a Meselamp to give the same look ?


Good question.

(1) My first approach was not in consideration of the burden on computing. This view is on the visuals only.

IMHO the logo all around looks weird and may be the reason why the 'Protection Block' was designed alike in the past time.

I made several tries and a logo on the top tile, either logo or logo_ray, just looks weird. The overlay seems the most appropriate solution to me.

Why a new logo_ray and and not the logo you may ask? The Mese Lamp is a shiny thing and brings light. To me it is more natural to have a ray of light and not a black and white logo attached. The new logo_ray.png is just a color changed copy of the logo.png file.

TenPlus1 wrote:While it could have been a nice addition, adding more protectors to the mix will slow down the constant checks during every dig/place/interact for each player, which is why I added a Protector Logo that could easily be placed on the face of any block in the game to give the same look.


(2) Second review in consideration of the burden on computing after the closing of my Pull Request by TenPlus1 today.

This may be rather unfortunate for the creativity but is a good example of the technical challenges. Apparently, already the addtional third node in an area check would lead to lag and related negative issues in the world of MT game computing. There seems to be a thin line for trade off between creativity and computability.

The reasonable option to use a custom texture pack which has a different protector_logo.png would not meet my expectations. I like the current design and just want to add another look and wanted to add another node intentionally without changing the existing looks or nodes.

Hopefully, I understood the concepts correctly and could provide a reasonably reviewed answer.

(3) This MT programming is a nice little hobby and brings me fun even when I may fail in some of my poor efforts. Living is learning and programming may be involved. Nevertheless, my code change worked but failed only because of reasons in burden to the MT computing and in LuaJIT apparently.

Last not least a big thanks to TenPlus1 for taking my request into consideration and for the kind advice.

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Mon May 20, 2019 14:13
by Lone_Wolf
If this mod provided an API for registering custom protection nodes your Meselamp protector could be done as an addon mod

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Mon May 20, 2019 22:19
by auouymous
Lone_Wolf wrote:If this mod provided an API for registering custom protection nodes your Meselamp protector could be done as an addon mod


The current protection nodes are all that is really needed, and there are too many types of lights to choose just one to be a protector. With an API, mods that add lights could add a protector variant. Unless it is true that adding more types of protector nodes increases the time to find them.

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Wed May 22, 2019 15:22
by BuckarooBanzay
auouymous wrote:
Lone_Wolf wrote:If this mod provided an API for registering custom protection nodes your Meselamp protector could be done as an addon mod


The current protection nodes are all that is really needed, and there are too many types of lights to choose just one to be a protector. With an API, mods that add lights could add a protector variant. Unless it is true that adding more types of protector nodes increases the time to find them.


If you are going to implement various protector blocks (or an api for it) you could use groups for all of them.

For example a "protector" group.
A lookup would simply search by group instead of the actual node:
Code: Select all
minetest.find_nodes_in_area(pos1, pos2, {"group:protector"})


I don't think there would be performance issues with that...

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Thu May 23, 2019 06:36
by TenPlus1
Buckaroo - I thought of that then realised it could be exploited by CSM by having many group blocks created which would in turn lag the check and make it unreliable due to lag (players could dig then move through before it replaced).
I'm gonna stick with the protector block and simple logo to place on an existing block, although I'm up for a logo redesign if anyone has ideas :)

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Thu May 23, 2019 14:01
by Lone_Wolf
TenPlus1 wrote:Buckaroo - I thought of that then realised it could be exploited by CSM by having many group blocks created which would in turn lag the check and make it unreliable due to lag (players could dig then move through before it replaced).
I'm gonna stick with the protector block and simple logo to place on an existing block, although I'm up for a logo redesign if anyone has ideas :)

Players can dig through before the nodes are replaced anyway. Not really a good fix for it

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Thu May 23, 2019 18:24
by TenPlus1
Lol, good point Lone_Wolf, all depends on the server lag, but that's why I added the protector_flip option :P

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Wed Jul 03, 2019 18:34
by FreeGamers
I've used protector when I started playing Minecraft on public servers. its a good simple way for players to protect their builds that doesn't rely on commands (which typically confuse or are ignored by most players).

I run protector in my publicly hosted "simple" server and its great! Players learn how to use it quickly and use it as intended quite easily.

Today I was testing enabling TNT and fire in my server. Its nice to see that protector has TNT and explosions protection. It also doesn't allow players to ignite fires on other people's buildings. However, I was able to ignite a protector test-building by igniting an adjacent tree just outside of the protection block's radius. In the future, could support be considered to prevent something like this?

Fire is probably too spreadable to leave on my server right now anyways, even if Procetor_Redo had support for it.

Also, a bit nitpicky, but would a feature that lets other players see protection radius of other player's area's make sense? I like the highlighting feature it has, but I'm wondering if it would make sense to show some sort of radius somehow to other players without it being obtrusive.

Re: [Mod] Protector Redo [2.8] [protector]

PostPosted: Wed Jul 03, 2019 19:50
by TenPlus1
Thanks jeremy, sadly tree's just outside a protected area will eventually spread the flame inside it so it's up to owners to protect things, and yeah I would recommend disabling fire spread on your server for this reason :)

As for viewing a protected area, apart from being able to punch the protector and see your own area, or look at the HUD display bottom left to see who's area you are inside, I'll have to look into that more and see what else can be added.