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[Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Jul 12, 2014 18:10
by ShadowNinja
This mod adds some powerful explosives, including iron and mese TNT and a missile.
It is highly optimized and uses the LuaVoxelManipulator.
It also has some effects, including randomness and particles, and is easily configurable.
The mese nuke has a range of 24 by default, and takes approximately 0.7 seconds to detonate with a full area. However I've managed to make an explosion with a radius of 128 (256x256x256) in about a minute (see screenshots below).
It stores configuration in nuke.conf in the world directory (see README.md) and is usable on servers, due to it's optional privilege requirements.
Note that the missile is currently very unpolished, due to limitations of the core.
Note that the explosives also don't drop items, for speed.

+ Screenshots


Code license: LGPLv3+ by ShadowNinja
Texture licences: CC-BY-SA 4.0 by ShadowNinja, and CC-BY-SA 3.0 by sfan5
Missile model and texture license: WTFPL by Jordach
Sound license: Unknown
GitHub: https://github.com/ShadowNinja/nuke
Download: https://github.com/ShadowNinja/nuke/archive/master.zip

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Jul 12, 2014 18:13
by Inocudom
...But do they honor protection mods?

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Jul 12, 2014 19:25
by Krock
Finally a realistic nuke mod! All others made too little holes and called minetest.remove_node too much


Inocudom wrote:...But do they honor protection mods?

How much nodes would be needed to check?

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Jul 12, 2014 19:40
by ShadowNinja
This doesn't honor protection yet. If it did it would have to use the API of supported protection mods directly, since is_protected doesn't support checking areas because some mods can't check areas for protection efficiently (mods that store the protection in nodes or their meta for example), and iterating over every position and checking it isn't doable at a reasonable speed.
I'll add protection support for my areas mod.
EDIT: This will also be a bit buggy since the modified area is a sphere, not a cube.

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Jul 12, 2014 20:41
by ExeterDad
Those are some beeeeeeeeg freak'n craters. May as well code a meteor impact effect to go along with it!

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Jul 12, 2014 21:01
by Napiophelios
wow it works great but do I have to create my own nuke.conf file?
I cant find one in my worlds folder

Image

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Jul 12, 2014 21:27
by Evergreen
I tested the missles, and they work well. One problem is that the chunks have to be loaded where the missle is going, causing it to stop if you aren't nearby. Idk if there is a way of doing that with entities though.

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sun Jul 13, 2014 00:07
by ShadowNinja
Protection support added: 67760f82
I also added sounds, entity physics, effects, and other things to the missile that I missed before.
Evergreen wrote:Missiles get unloaded too easily.

When I first created missiles the force-loading API wasn't available, and a VM hack (like WorldEdit uses) didn't work. I'll try to add support for that.

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sun Jul 13, 2014 00:29
by ShadowNinja
Napiophelios wrote:Do I have to create my own nuke.conf file?

Yes, at one point it created the file with the default configuration if it didn't exist, but I decided to remove that because if I changed the defaults they wouldn't update in any running installation becuase the mod would treat the settings in nuke.conf as if they were manually set. I could create an empty nuke.conf, but that doesn't seem very useful.

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Aug 02, 2014 03:29
by kidmondo
every time I try to use it I get this:
15:11:20: ERROR[main]: ========== ERROR FROM LUA ===========
15:11:20: ERROR[main]: Failed to load and run script from
15:11:20: ERROR[main]: C:\Users\Gail\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua:
15:11:20: ERROR[main]: ...\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua:11: attempt to concatenate global 'DIR_DELIM' (a nil value)
15:11:20: ERROR[main]: stack traceback:
15:11:20: ERROR[main]: ...\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua:11: in main chunk
15:11:20: ERROR[main]: ======= END OF ERROR FROM LUA ========
15:11:20: ERROR[main]: Server: Failed to load and run C:\Users\Gail\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua
15:11:20: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\Gail\Downloads\minetest-0.4.9\minetest-0.4.9\bin\..\mods\nuke\init.lua

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Aug 02, 2014 09:08
by Krock
kidmondo wrote:every time I try to use it I get this:

minetest-0.4.9

mods\nuke\init.lua:11: attempt to concatenate global 'DIR_DELIM' (a nil value)

Your minetest version is outdated, please download 0.4.10 or an in-developement version.

Replace
Code: Select all
 DIR_DELIM
, line 11 in "init.lua" with
Code: Select all
"/"

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sun Aug 03, 2014 06:09
by kidmondo
okay fixed, another problem it shoots up and explodes in the air, and how do you use the TNT?

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sun Aug 03, 2014 08:41
by Krock
kidmondo wrote:and how do you use the TNT?

Punch them. (with a torch?)

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Fri Aug 08, 2014 20:53
by kidmondo
But why do the missiles just shoot up and explode mid air?

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Fri Aug 08, 2014 22:28
by Wayward_One
Yeah, that happens to me too. About 80% of the time they explode mid-air or misfire on the launchpad.

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Fri Aug 08, 2014 23:25
by kidmondo
Wayward_One wrote:Yeah, that happens to me too. About 80% of the time they explode mid-air or misfire on the launchpad.


Mine always explode in mid air...

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sat Aug 09, 2014 00:17
by ShadowNinja
Missiles need to have a clearance 100 nodes into the air. Hitting anything before that will cause them to explode, although not as powerfully as if they had hit their target.
They also need to stay loaded, which is hard unless you're using creative, I plan to fix this with force loading. They shouldn't explode if they get unloaded though.
Other things to do:
  • Make missiles follow a curve.
  • Make missiles point where they're going (not possible yet due to engine limitations)

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Tue Jun 16, 2015 05:10
by kidmondo
has the exploding in mid air issue been fixed yet?

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Tue Jun 16, 2015 17:29
by Hybrid Dog
kidmondo wrote:has the exploding in mid air issue been fixed yet?

What do you mean?
btw: have you tested the rocket launcher yet?
https://github.com/HybridDog/nuke

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Tue Jun 16, 2015 19:43
by kidmondo
what mods are "moss" and "vector_extra" in the depends :3

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Wed Jun 17, 2015 14:37
by Hybrid Dog
kidmondo wrote:what mods are "moss" and "vector_extra" in the depends :3

viewtopic.php?f=9&t=10262
viewtopic.php?f=9&t=8533

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Wed Jun 17, 2015 19:55
by kidmondo
Thanks :P

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Sun Jun 28, 2015 21:36
by dannyplaysminetest
Thanks cool Mod! i created this place deep underground with help of a Mese TNT. ^_^

Image

Re: [Mod] Fast, powerful explosives [git] [nuke]

PostPosted: Fri Jul 31, 2015 00:46
by orangebiscuit
Would it be possible to make an explosive that explodes continuously? Or until a certain block is placed somewhere that could change a variable to say "1", which would disable the explosive?

Just an idea, having just watched some videos on MC's Voltz pack...