[Mod] Unified_Inventory Skins [u_skins]

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Krock
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Thu Oct 02, 2014 20:17

stu wrote:I looked over the code and the cause is simply that someone removed the underscore that was between u_skins_set and the skin number. I just pushed a change to 3d_armor that fixes this ;-)

Seems like my version of this mod was used, so I think this one is ready for the forum "Old Mods".
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Re: [Mod] Unified_Inventory Skins [u_skins]

by stu » Thu Oct 02, 2014 20:22

Krock wrote:Seems like my version of this mod was used, so I think this one is ready for the forum "Old Mods".

Well, not really, this is modding general so it's not really a released mod. Is SmallJoker's fork in release anyehere yet? If not someone should do that and I will make that the officially supported version for armor.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Thu Oct 02, 2014 20:38

stu wrote:Well, not really, this is modding general so it's not really a released mod. Is SmallJoker's fork in release anyehere yet? If not someone should do that and I will make that the officially supported version for armor.

There you go.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by stu » Thu Oct 02, 2014 20:56

Krock wrote:There you go.
Krock equals SmallJoker (GitHub link in my profile / on left side)

Oh, I should have realized you were one and the same, der. I have updatet the top post of the 3d armor topic and linked to your version of the mod.

Cheers!
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by stu » Fri Oct 03, 2014 19:44

Eh... Why was this moved to old mods? when (a) it was not in release and (b) It still works fine with current stable?

Korck's version is better for sure but by extension you could say that simple mobs should be moved here because Calinou's version is arguably better.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Fri Oct 03, 2014 22:32

xxx@Minetest:~/minetest/mods/u_skins$ python ./update_from_db.py
Traceback (most recent call last):
File "./update_from_db.py", line 2, in <module>
from http.client import HTTPConnection
ImportError: No module named http.client
xxx@Minetest:~/minetest/mods/u_skins$ python ./update_from_db2.py
Traceback (most recent call last):
File "./update_from_db2.py", line 5, in <module>
import requests
ImportError: No module named requests


Errr... i think, i have a problem... :)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by mgl » Sun Oct 05, 2014 10:04

Minetestforfun wrote:...

You probably use an outdated version of this mod, because there's no more "update_from_db2.py" script in Krock's latest git.

Clone it and fix the bug (that I forgot to report) in the base64 function call of the "update_from_db.py" script:
Edit: Krock fixed it.

Then, fix your python: the "http.client" module that the scrip "update_from_db.py" uses is in the debian package "python3.2".
Last edited by mgl on Mon Oct 06, 2014 11:51, edited 1 time in total.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Sun Oct 05, 2014 20:23

Thank you for your answer,
But... i don't want use the u_skin of krock, because his mod has less skins :/ (4pages vs 10 pagesin this mod)

Or, a possible merge is conceivable ?
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by mgl » Mon Oct 06, 2014 12:03

Minetestforfun wrote:Thank you for your answer,
But... i don't want use the u_skin of krock, because his mod has less skins :/ (4pages vs 10 pagesin this mod)

Use the script "update_from_db.py" (still talking about Krock's fork) to fetch all the skins available at Addis's website. That's the purpose of this mod. I used it yesterday to download something like 350 skins (25 pages of skins in the game, in the unified_inventory menu).
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Mon Oct 06, 2014 19:22

Thank you, my u_skins DB is now updated (39 pages :D !!!)

(EDIT :
I've problems when i restarted my server => http://imgur.com/B57bga5
Indeed, i's saw 39pages when update the DB of u_skins, but only 25pages appear in-game, for the rest of the skins, i think they are in the screenshot because they can't increase the number of skins above 250 or 25 pages...
It works, but, if i can have 39pages instead of 25 for now, it's btter for the choice of players :)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by mgl » Mon Oct 06, 2014 22:47

Minetestforfun wrote:i's saw 39pages when update the DB of u_skins, but only 25pages appear in-game

Don't take the number of pages displayed by different applications as a reliable information because they don't have the same number of skins per page. Addis currently shows 30 skins per page while unified_inventory has 16 skins per page. "update_from_db.py" claims another number (39) and is probably very wrong (should report the same number as the website, 13, I think) but it downloads all of them anyway.

The script "update_from_db.py" download skins from Addis's website. Count them yourself, count the total number of skins in your unified_inventory screen ans see that they match. You have every skin available.

I don't know why you have meta data errors on so many skins. Maybe all of them. My own log is clean.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Tue Oct 07, 2014 10:35

Minetestforfun wrote:I've problems when i restarted my server => http://imgur.com/B57bga5

I can't reproduce this error with my forked version. Maybe you're using a mix of the original and mine.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Fri Oct 10, 2014 16:56

Hi,

Is it possible to add a variable for interdict skins too small or transparent ?

on a pvp server, if we can see only the eyes and the life bar of an opponent, is a handicap...
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Fri Oct 10, 2014 17:13

Minetestforfun wrote:Is it possible to add a variable for interdict skins too small or transparent ?

on a pvp server, if we can see only the eyes and the life bar of an opponent, is a handicap...

It's not possible to read the "main color" of a texture in Lua.
Ask the server owner to delete the skin's meta.txt file to remove it.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by mtmodder148 » Sun Nov 23, 2014 05:15

I was wondering if you could add a tooltip of the name for each skin, instead of having to click on it to find out. If not then no big deal I just thought that would be cool. I love this mod by the way. And thank you to who ever made the .exe updater...just brilliant. :)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Sun Nov 23, 2014 18:57

mtmodder148 wrote:I was wondering if you could add a tooltip of the name for each skin,

viewtopic.php?p=162689#p162689
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Gael de Sailly » Fri Jan 02, 2015 20:11

There are now too many skins on his database.
It will be good to implement a new feature to display only our favourites in the list and a "skin search engine".
Last edited by Gael de Sailly on Fri Jan 02, 2015 21:10, edited 1 time in total.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Fri Jan 02, 2015 20:45

I agree it's a good idea Gael, and if we can add a feature to display/hide skin, maybe in a new file with an option true/false for each skin, it will be awesome ! :)
(because actually i need to "hide" / delete skins manually, it's not a very good method, it's boring and take time, and if i update skins database with the python script, i must renew my skins deletion...)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Gael de Sailly » Fri Jan 02, 2015 21:09

I was thinking about an in-game filter, as for the items filter at the right of the unified_inventory formspec.
There are now 422 skins. The classic list with 16 skins per page is not convenient. So it will be awesome to implement a filter. Imagine : you can switch between whole list, filter and your favourites (the ones that you've already used, needs also a feature to be removed from this list).

I'm dreaming. But I give you ideas. I've thought about coding it myself, but I lack time, and the formspec aren't really my field.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Sat Jan 03, 2015 00:06

im dreaming also, code these features are out of my range... But it's an awesome upgrade if it's done :)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by doyousketch2 » Wed Mar 11, 2015 23:43

I was on the Free Pizza Server, and one of the kids using the Android version was having a hard time using your mod, 'cuz the chat apparently over-writes the ability to change skins.

I wonder if there's a way to automatically hide the chat while the skin-change menu is open.

I would think you could simply set
Code: Select all
flags.show_chat = false


The thing is, that would just hide the chat once the skin-change menu comes up,
but the show_chat wouldn't toggle back to True when you exit out of that menu.

If anyone can figure this out, that'd be great. Maybe add a button to toggle chat on/off, either on the Android GUI, or in the inventory buttons somewhere.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Thu Mar 12, 2015 17:59

doyousketch2 wrote:I would think you could simply set
Code: Select all
flags.show_chat = false

It's not possible to control clients to turn it off.
The only soulation for this is to add a chat on/off button for Android clients.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by DI3HARD139 » Sat Mar 21, 2015 17:53

When running generate_previews.sh I get Blender and convert not found errors.
 

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