Thank you. It is eight boxes (grey and black) encircling the player. I agree it would be nice for a way to switch camera view in Lua.texmex wrote:But quite clever use of formspec transparency! Nice one. Now we just need API funcs for switching camera view.jas wrote:Me working on a dresser mod for the third or fourth time:
[snip]
Lol, I know, it's not pretty.
Post your screenshots!
Re: Post your screenshots!
Wow Katvald that looks very nice. I like the fountains and this build style of yours, it reminds me of someone. Great work!
- Glory!
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Re: Post your screenshots!
Nice one! I looked for it and nothing, have you uploaded it? If not, do so please.jas wrote:Dresser mod with transparent formspec
Behold the Razgriz, its wings of black sheath. :: My skin A competitor that unfortunately needs attention to stay afloat.
Re: Post your screenshots!
Thank you.
I uploaded the game to https://github.com/jastevenson303/Glitchtest
The dresser mod is at https://github.com/jastevenson303/Glitc ... ds/dresser
Edit: The whole game is GNU GPL 3, but if you want the dresser code as LGPL2.1+, here you go:
skins.lua
I uploaded the game to https://github.com/jastevenson303/Glitchtest
The dresser mod is at https://github.com/jastevenson303/Glitc ... ds/dresser
Edit: The whole game is GNU GPL 3, but if you want the dresser code as LGPL2.1+, here you go:
Spoiler
Code: Select all
-- Dresser mod for Glory!
-- Copyright 2018 James Stevenson
-- LGPL2.1+
local dresser = {}
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/skins.lua")
local function formspec(name)
local player = minetest.get_player_by_name(name)
if not player then
return
end
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = -10, z = 0})
dresser[name] = true
return "size[8,10.5]" ..
"no_prepend[]" ..
"bgcolor[#FFFFFF00]" ..
"box[-0.15,-0.15;8,1.2;#000000FF]" .. -- Top border
"box[6.85,-0.15;1.1,11.2;#000000FF]" .. -- Right border
"box[-0.15,6.85;8.1,4.2;#000000FF]" .. -- Bottom border
"box[-0.15,-0.15;1.1,10;#000000FF]" .. -- Left border
"box[-0.1,-0.1;1,10;#343434FF]" .. -- Left
"box[-0.1,-0.1;8,1.1;#343434FF]" .. -- Top
"box[6.9,-0.1;1,10;#343434FF]" .. -- Right
"box[-0.1,6.9;8,4.1;#343434FF]" .. -- Bottom
"listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]" ..
jas0.exit_button ..
"list[current_player;skin;3.5,0;1,1]" ..
"list[detached:" .. name .. "_clothing;clothing;0,1;1,6]" ..
"list[detached:" .. name .. "_armor;armor;7,1;1,6]" ..
"list[current_player;main;0,7;8,4]" ..
""
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "dresser:dresser" then
return
end
if fields.quit then
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
dresser[player:get_player_name()] = nil
end
end)
minetest.register_on_joinplayer(function(player)
if not player then
return
end
local inv = player:get_inventory()
inv:set_size("skin", 1)
end)
minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
if action == "move" then
if inventory_info.from_list == "main" and inventory_info.to_list == "skin" then
if inventory:get_stack(inventory_info.from_list,
inventory_info.from_index):get_definition()._skin then
return 1
else
return 0
end
end
end
end)
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
if action == "move" and inventory_info.to_list == "skin" then
local skin = inventory:get_stack("skin", 1):get_definition()._skin
if skin then
multiskin.set_player_skin(player, skin)
multiskin.update_player_visuals(player)
end
elseif (action == "move" and
inventory_info.from_list == "skin") or
(action == "take" and
inventory_info.listname == "skin") then
local gender = player:get_meta():get_string("gender")
local skin = "multiskin_" .. gender .. ".png"
if skin ~= player:get_meta():get_string("multiskin_skin") then
multiskin.set_player_skin(player, skin)
multiskin.update_player_visuals(player)
end
end
end)
minetest.register_on_respawnplayer(function(player)
if not player then
return
end
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
end)
minetest.register_on_dieplayer(function(player)
if not player then
return
end
dresser[player:get_player_name()] = nil
end)
minetest.register_on_leaveplayer(function(player)
if not player then
return
end
dresser[player:get_player_name()] = nil
end)
minetest.register_craft({
output = "dresser:dresser",
recipe = {
{"group:wool", "group:wool", "group:wool"},
{"group:wool", "default:chest", "group:wool"},
{"group:wool", "group:wool", "group:wool"},
},
})
minetest.register_node("dresser:dresser", {
description = "Dresser",
paramtype2 = "facedir",
tiles = {
"default_wood.png",
"default_wood.png",
"default_wood.png",
"default_wood.png",
"dresser_dresser.png",
"dresser_dresser.png",
},
sounds = default.node_sound_wood_defaults(),
groups = {choppy = 3, flammable = 3},
on_use = function(itemstack, user, pointed_thing)
local name = user:get_player_name()
minetest.show_formspec(name, "dresser:dresser", formspec(name))
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local name = clicker:get_player_name()
minetest.show_formspec(name, "dresser:dresser", formspec(name))
end,
})
Code: Select all
--skins.lua for Glory!
--Copyright 2018 James Stevenson
--LGPL2.1+
local skins = {
{"dusty", "Dusty"},
{"blass", "Blass"},
{"blockcolor", "Blockcolor"},
{"cheapie", "Cheapie"},
{"sam_ii_winter", "Winter Sam"},
}
minetest.register_alias("jas0:skin_character", "dresser:skin_dusty")
for i = 1, #skins do
local file = skins[i][1]
local name = skins[i][2]
minetest.register_alias("jas0:skin_" .. file,
"dresser:skin_" .. file)
minetest.register_craftitem("dresser:skin_" .. file, {
description = name,
inventory_image = "multiskin_" .. file .. "_inv.png",
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
multiskin.set_player_skin(user,
"multiskin_" .. file .. ".png")
multiskin.update_player_visuals(user)
local inv = user:get_inventory()
if not inv:is_empty("skin", 1) then
local object = minetest.add_item(user:get_pos(), inv:get_stack("skin", 1))
inv:set_list("skin", {})
end
inv:add_item("skin", itemstack)
return ""
end,
_skin = "multiskin_" .. file .. ".png",
})
end
- Glory!
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Re: Post your screenshots!
That's flattering, cheers mate, but I was thinking about the greater community: you making it a standalone mod and posting it to the forums, I believe some server owners would really appreciate it.jas wrote: -- Dresser mod for Glory!
Behold the Razgriz, its wings of black sheath. :: My skin A competitor that unfortunately needs attention to stay afloat.
Re: Post your screenshots!
Yeah, but that all comes with time. I usually do this, work on a game, get bored, make individual mods, take a break, repeat.
Actually, I'm terribly lazy with what little spare time I have, and there's bugs in the upstream multiskin or clothing (i forget which) that I should probably report -- BUT, there's issues that might be related to 5.0.0-dev, which needs further inspection and testing. Sorry, anyway, that's another matter is that it doesn't yet work by itself, or at all on the stable Minetest.
Thanks for the interest, please make a mod and let me know, or not; but I just don't have the time/energy/inclination (yet).
Actually, I'm terribly lazy with what little spare time I have, and there's bugs in the upstream multiskin or clothing (i forget which) that I should probably report -- BUT, there's issues that might be related to 5.0.0-dev, which needs further inspection and testing. Sorry, anyway, that's another matter is that it doesn't yet work by itself, or at all on the stable Minetest.
Thanks for the interest, please make a mod and let me know, or not; but I just don't have the time/energy/inclination (yet).
Re: Post your screenshots!
If you report them, somebody might figure out where exactly they are before you do.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile
Re: Post your screenshots!
That is true, but all I have to go on currently is, "something might not work, and it may be because of the 5.0.0-dev version" which won't matter anyway if the mod is supported only on stable, and not -dev. (It's just I'm overly-cautious to create issues without many details. When I have more information I will submit, but right now I haven't even tested once.)
Here's a picture:
Here's a picture:
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Re: Post your screenshots!
Thank you for the kind words, Jas. Admittedly, the build still has some features that I still deem unsatisfactory, and a couple are pending, but I work on it from time to time as I am able. Perhaps I will post updates from time to time here and include more screenshots as progress is made. I trust that my inspired reminiscence was not too traumatizing. ;-)jas wrote:Wow Katvald that looks very nice. I like the fountains and this build style of yours, it reminds me of someone. Great work!
-
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Re: Post your screenshots!
How to create natural textures without touching the noise tool, feat Bob Ross:
- Desour
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Re: Post your screenshots!
Nice! I like the textures of that happy little dirt_with_grass nodes.Jordach wrote:How to create natural textures without touching the noise tool, feat Bob Ross:
<image>
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)
- voxelproof
- Member
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- Location: Europe
Re: Post your screenshots!
Yeah, they look very good and seem to make consistent whole. More screenshots, please :)Jordach wrote:How to create natural textures without touching the noise tool, feat Bob Ross:
____________________________
Testing ground for Mountain Climbing mod :
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To miss the joy is to miss all. Robert Louis Stevenson
- texmex
- Member
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Re: Post your screenshots!
Nice! Next thing the handholds mod needs is a probability of the handhold breaking and the player risk of falling to the ground.
- Skamiz Kazzarch
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Re: Post your screenshots!
For now take this:
Tommorow, after I had some sleep and figure out licensing, I will relase the mod.
Tommorow, after I had some sleep and figure out licensing, I will relase the mod.
-
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Re: Post your screenshots!
those are some happy trees :DJordach wrote:How to create natural textures without touching the noise tool, feat Bob Ross:
Re: Post your screenshots!
nice...Skamiz Kazzarch wrote:For now take this:
Tommorow, after I had some sleep and figure out licensing, I will relase the mod.
-
- Member
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- GitHub: Jordach
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- Location: Blender Scene
Re: Post your screenshots!
voxelproof wrote:Yeah, they look very good and seem to make consistent whole. More screenshots, please :)
Who would win: i5 4690K or 1000 view range?
- thomasthespacefox
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Re: Post your screenshots!
How do I build a road through a jungle in creative mode? Not with worldedit thats for sure!
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Re: Post your screenshots!
That's fantastic. Take that, stupid nature!thomasthespacefox wrote: How do I build a road through a jungle in creative mode? Not with worldedit thats for sure!
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile
- voxelproof
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Re: Post your screenshots!
Thanks. Very nice, peaceful and calming. Very good tp.Jordach wrote:voxelproof wrote:Yeah, they look very good and seem to make consistent whole. More screenshots, please :)
Who would win: i5 4690K or 1000 view range?
Oss:
Lao-Tze
This stone statue is not only suitable for one-side viewing, it really looks like a sculpture of a Chinese peasant from each side. Taken in "Chinese" tweaking of Valleys.
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To miss the joy is to miss all. Robert Louis Stevenson
-
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Re: Post your screenshots!
that is lovely
I extended the wall surrounding my home
I can only take being randomly attacked so many times
whilst pottering about
I extended the wall surrounding my home
I can only take being randomly attacked so many times
whilst pottering about
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- voxelproof
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The first map-generated volcano in MT!
I supposed that for some sets of parameters volcanoes should appear in Valleys mg, and I was right. The first one 'discovered' in Minetest, over 1800 nodes high circular volcanic island:
Voila. Now it's only to fill caldera with lava source nodes and wait 8D
@Chibi: that's beautiful, you've made me envy your dwelling...
Voila. Now it's only to fill caldera with lava source nodes and wait 8D
@Chibi: that's beautiful, you've made me envy your dwelling...
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To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
- Member
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Re: Post your screenshots!
An update. Due to the seismic activity the volcano changed its shape a bit ;) Now there should be no doubt as to its volcanic origin.
I'll post the settings for these volcanic worlds tomorrow. Terrain is very smooth, and instead of hills there're mostly flat plateaus forming multiple levels, ideal for building, maybe a little boring sometimes (there're no Alpine-type mountains), nevertheless the small islands are of extraordinary beauty.
I'll post the settings for these volcanic worlds tomorrow. Terrain is very smooth, and instead of hills there're mostly flat plateaus forming multiple levels, ideal for building, maybe a little boring sometimes (there're no Alpine-type mountains), nevertheless the small islands are of extraordinary beauty.
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To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
- Member
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Re: Post your screenshots!
The settings for "Extreme Volcanic" are posted in "Up!" thread.
As you can see in the picture below, I'm doing my best to achieve more realistic look of Valleys mg.
As you can see in the picture below, I'm doing my best to achieve more realistic look of Valleys mg.
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To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
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Re: Post your screenshots!
With some further tweaking, this time solely in biome parameters (which apparently affect terrain generation in Valleys), I've found that even much smaller volcanic islands are possible. Now no need to convert MC maps ;)
The screenshot shows the island depicted in this map:
The screenshot shows the island depicted in this map:
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To miss the joy is to miss all. Robert Louis Stevenson
- TumeniNodes
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Re: Post your screenshots!
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