[Mod] Particles Mod [0.3.1] [particles]

sfan5
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by sfan5 » Post

RabbiBob wrote:Nice!

Just had a random though looking at the code: would it be possible to have Particles Mod react to a node that belongs to a specific group? If so, define a custom group namespace in your mod and mod Devs would add that to their own mod code: instant integration without dependency.

Again, random thought not based on any actual working code reality.
Particles Mod can support any Mod, without any Dependency
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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JoseMing
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by JoseMing » Post

omg thanks man for make particles to the blocks
Nothing is impossible, Only you need you mind to create... and Sorry for my Bad English :D
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RabbiBob
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by RabbiBob » Post

sfan5 wrote:Particles Mod can support any Mod, without any Dependency
My idea came when I read this, which is a dependency of interaction on your part if I read it correctly.
sfan5 wrote:BTW for Modders: If you want Digging Particle Support for your Mod make a List with all Block and their Color
Example:

Code: Select all

--== Modname ==--
{"modname:my_block1", "gray"},
{"modname:my_block2", "sandcolor"},
...

Send me the List and extra Colors (if there are any) and i'll include it

sfan5
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by sfan5 » Post

RabbiBob wrote:
sfan5 wrote:Particles Mod can support any Mod, without any Dependency
My idea came when I read this, which is a dependency of interaction on your part if I read it correctly.
sfan5 wrote:BTW for Modders: If you want Digging Particle Support for your Mod make a List with all Block and their Color
Example:

Code: Select all

--== Modname ==--
{"modname:my_block1", "gray"},
{"modname:my_block2", "sandcolor"},
...

Send me the List and extra Colors (if there are any) and i'll include it
I need to add it to my Mod, you don't need to add something to e.g. BobBlocks
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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RabbiBob
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by RabbiBob » Post

Right, I get that and it's not what I'm saying.

I have the current groups on my nodes:

Code: Select all

groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3},
The engine knows that my block belongs to those groups and acts accordingly.

My question was "would it be possible to have Particles Mod react to a node that belongs to a specific group?", meaning this as an example:

Code: Select all

groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3, particle_mod=2},
and arbitrarily 2 equates to, lets say, red.

If the engine allowed the mod to react to that value in someway, you would not need to add things to your mod (i.e. this is a dependency of a different sort) and I could decide one day to just add it to my Mod without needing your adding/updating/me waiting for server Admins to update their servers/etc.

Does that make more sense?

Just saw this post:

http://minetest.net/forum/viewtopic.php ... 632#p19632
Last edited by RabbiBob on Sun Apr 08, 2012 10:12, edited 1 time in total.

Utilisatrice
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by Utilisatrice » Post

Hi,

Sfan5, when i want delete the particle mod, i can't play on my map because the game crashed !

Can you help me, please ?

My map is very great.
Last edited by Utilisatrice on Sun Apr 08, 2012 10:44, edited 1 time in total.

sfan5
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by sfan5 » Post

Utilisatrice wrote:Hi,

Sfan5, when i want delete the particle mod, i can't play on my map because the game crashed !

Can you help me, please ?

My map is very great.
What Error do you get?
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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by Utilisatrice » Post

Code: Select all

14:04:26: VERBOSE[ServerThread]: ServerEnvironment::deactivateFarObjects(): deactivating object id=2 on inactive block (676,3,689)
14:04:26: INFO[ServerThread]: ItemSAO::getStaticData
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::deactivateFarObjects(): object id=2 is known by clients; not deleting yet
14:04:26: INFO[main]: Pointing at [node under=10779,52,11032 above=10779,53,11032]
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::activateObjects(): activating objects of block (673,1,689) (2 objects)
14:04:26: INFO[ServerThread]: LuaEntitySAO::create(name="particles:smoke" state="")
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::activateObjects(): activated static object pos=(10780.3,28.7076,11026.1) type=7
14:04:26: VERBOSE[ServerThread]: ServerEnvironment::addActiveObjectRaw(): Added id=3; there are now 3 active objects.
14:04:26: VERBOSE[ServerThread]: scriptapi_luaentity_add: id=3 name="particles:smoke"
14:04:26: ERROR[ServerThread]: LuaEntity name "particles:smoke" not defined
14:04:26: VERBOSE[ServerThread]: scriptapi_luaentity_activate: id=3

sfan5
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by sfan5 » Post

Install Particles Mod, do /clearobjects, deinstall Particles Mod
That should work
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

Utilisatrice
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by Utilisatrice » Post

Thank Sfan5,

His work !

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by Troy6879 » Post

You use Mesecons mod?
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sfan5
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by sfan5 » Post

There is a Mesecons Bug
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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Stef
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by Stef » Post

sfan5 wrote:There is a Mesecons Bug
which???
Sorry for my crappy english, im dutch :D

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by sfan5 » Post

No Particles will be spawned
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Stef
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by Stef » Post

i don't understand what the particals mod is. ;s
Sorry for my crappy english, im dutch :D

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VanessaE
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by VanessaE » Post

The download links don't work properly - if I just click one of them, all I get is a completely empty page (and no download occurs). I have to first copy the link address, navigate to ubuntuone.com (the main landing page) and then paste-and-go on the copied link address. Only then does the download start.

(using Firefox 11, and I don't have an Ubuntu One account)
Last edited by VanessaE on Wed Apr 25, 2012 05:06, edited 1 time in total.
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Stef
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by Stef » Post

it worked by me I have Windows Vista
Sorry for my crappy english, im dutch :D

TheKidWithSpekz
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by TheKidWithSpekz » Post

How Do You Install It?

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Calinou
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by Calinou » Post

Read the "sticky" topic about installing mods...

sfan5
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by sfan5 » Post

*bump*
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Splizard
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by Splizard » Post

Some particles you could add for desert sand and desert stone:

Code: Select all

{"default:desert_sand","orange"},
RGB for texture: 223 127 69

{"default:desert_stone","brownish_red"},
RGB for texture: 111 59 45
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!

sfan5
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by sfan5 » Post

Update!
Changelog:
  • Added Desert Sand/Stone Digging Particles
  • Updated some Mesecons Particles
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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VanessaE
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by VanessaE » Post

I've been meaning to mention: for me, particles spawning on torches always seem to be offset rather than centered on the torch head. Also, seems like they should spawn a bit more often than they do now.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

mr999321vids
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by mr999321vids » Post

where did you get the the pack

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by cornernote » Post

is this code on github? i have some changes i would like to contribute

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