[Mod] Particles Mod [0.3.1] [particles]

sfan5
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by sfan5 » Post

Jordach wrote:where's the dl link? for 0.2?
0.2 is currently developed
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by Jordach » Post

I wanna try that!

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by sfan5 » Post

Jordach wrote:I wanna try that!
Go online on IRC in #minetest or #minetest-delta
Last edited by sfan5 on Tue Feb 28, 2012 18:07, edited 1 time in total.
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by Jordach » Post

Ok, be there in a min!

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by Jordach » Post

Been testing this with Sfan5 and its freaking awesome!

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Jeija
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by Jeija » Post

Code: Select all

WATERPARTICLES = {
    physical = true,
    collisionbox = {0,0,0,0,0,0},
    visual = "sprite",
    visual_size = {x=0.2, y=0.2},
    textures = {"default_water.png"},
    on_activate = function (self)
        self.object:setvelocity({x=math.random(-1,1)*0.5, y=math.random(-1,1)*0.5, z=math.random(-1,1)*0.5})
    end,
    on_step = function(self, dtime)
        self.timer = self.timer + dtime
        if self.timer > 20 then
            self.object:remove()
        end
        if minetest.env:get_node(self.object:getpos()).name ~= "default:water_source" then
            self.object:remove()
        end
    end,
    timer = 0,
}

minetest.register_entity("particles:water", WATERPARTICLES)

minetest.register_abm({
    nodenames = {"default:water_source"},--, "default:water_flowing"},
    interval = 10,
    chance = 1,
    action = function(pos)
        if math.random(1000) == 1 then
            minetest.env:add_entity({x=pos.x+math.random()*0.5,y=pos.y-0.25,z=pos.z+math.random()*0.5}, "particles:water")
        end
    end,
})
This code adds floating particles in water. What about adding this to V 0.2 of this mod? (Maybe with another texture for the particles)
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sfan5
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by sfan5 » Post

Jeija wrote:

Code: Select all

WATERPARTICLES = {
    physical = true,
    collisionbox = {0,0,0,0,0,0},
    visual = "sprite",
    visual_size = {x=0.2, y=0.2},
    textures = {"default_water.png"},
    on_activate = function (self)
        self.object:setvelocity({x=math.random(-1,1)*0.5, y=math.random(-1,1)*0.5, z=math.random(-1,1)*0.5})
    end,
    on_step = function(self, dtime)
        self.timer = self.timer + dtime
        if self.timer > 20 then
            self.object:remove()
        end
        if minetest.env:get_node(self.object:getpos()).name ~= "default:water_source" then
            self.object:remove()
        end
    end,
    timer = 0,
}

minetest.register_entity("particles:water", WATERPARTICLES)

minetest.register_abm({
    nodenames = {"default:water_source"},--, "default:water_flowing"},
    interval = 10,
    chance = 1,
    action = function(pos)
        if math.random(1000) == 1 then
            minetest.env:add_entity({x=pos.x+math.random()*0.5,y=pos.y-0.25,z=pos.z+math.random()*0.5}, "particles:water")
        end
    end,
})
This code adds floating particles in water. What about adding this to V 0.2 of this mod? (Maybe with another texture for the particles)
I'll maybe add this
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Jeija
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by Jeija » Post

Congrats to your 600th post! ^^
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by sfan5 » Post

Jeija wrote:Congrats to your 600th post! ^^
Yay ^^:D
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Jordach
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by Jordach » Post

Congrats, you still playing?

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Melkor
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by Melkor » Post

is possible to make rain or snow with this?

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by Jordach » Post

yes

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by jordan4ibanez » Post

need to do it in C++ like that other guy did with weather, then we can have high performance particles
hello, am program. do language in rust. make computer do. okay i go now.

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Jeija
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by Jeija » Post

I guess the fact that it is lua instead of c++ isn't the main problem. The most important thing is that particles cannot be controlled by a server - It must be client-side only. So for now, it's good to have this mod, but don't put too much work into it, so if someone makes this in c++ it was not totally for nothing.
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by Jordach » Post

Jeija wrote:I guess the fact that it is lua instead of c++ isn't the main problem. The most important thing is that particles cannot be controlled by a server - It must be client-side only. So for now, it's good to have this mod, but don't put too much work into it, so if someone makes this in c++ it was not totally for nothing.
yes, that's right, all we need now is some form of way to see if someone is digging.

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by sfan5 » Post

Update!!
Changelog:
  • Colored Digging Particles
Download in the first Post!
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by Utilisatrice » Post

Thank's Sfan5 !

You're amazing.

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Death Dealer
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by Death Dealer » Post

little bubbles in front of your face while under water would be neat:D or maybe when you first jump in
Last edited by Death Dealer on Tue Mar 20, 2012 06:21, edited 1 time in total.
Keep calm and code python^_^

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by bingo009 » Post

Hey, i'm new in Minetest, and this mod didn't work. I create mods folder in data folder, and move particle folder into mods folder, and i haven't got a particle effects. I only use a Minecraft Texture Pack. What's wrong?

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Death Dealer
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by Death Dealer » Post

bingo009 wrote:Hey, i'm new in Minetest, and this mod didn't work. I create mods folder in data folder, and move particle folder into mods folder, and i haven't got a particle effects. I only use a Minecraft Texture Pack. What's wrong?
what version are you using? and the mod folder doesnt need to be made its in the root directory somewhere.
Last edited by Death Dealer on Mon Apr 02, 2012 15:31, edited 1 time in total.
Keep calm and code python^_^

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by bingo009 » Post

I download minetest from this page(latest stable version, windows 7):
http://c55.me/minetest/download.php

This is my folders structure:
bin data doc world
|
mods(i place mods folders here)

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by Death Dealer » Post

Keep calm and code python^_^

sfan5
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by sfan5 » Post

Update!
Changelog:
  • Big Performance Improvement (make one on_dignode callback instead of ~30 of them)
  • Digging Particles support for Mesecons
Download in first Post

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"},
Available Colors: (List may be outdated)
  • black
  • brown
  • gray
  • green
  • lightgray
  • red
  • sandcolor
  • white
  • yellow
If you need extra Colors make a Texture for them called p_mycolor.png in the texture Folder.
Send me the List and extra Colors (if there are any) and i'll include it
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by RabbiBob » Post

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.

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by Jordach » Post

This is fucking handy Sfan!

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