Is my assets warehouse mod,but apparently nobody cares
Post your screenshots!
- apercy
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Re: Post your screenshots!
I believe this could be the main cause: And as me, some modders like to make his own 3D models, even the sounds as I recorded me punching my table to use as collision sound on my mods, or my VW Bettle running to use on my cars. Is the creative process. Maybe if you use a more permissive licence, this could change.
Re: Post your screenshots!
apercy wrote: ↑Fri Aug 12, 2022 13:31I believe this could be the main cause: nonfree.jpg
And as me, some modders like to make his own 3D models, even the sounds as I recorded me punching my table to use as collision sound on my mods, or my VW Bettle running to use on my cars. Is the creative process. Maybe if you use a more permissive licence, this could change.
I made all the models myself in blender and some of the textures of de wood furniture and the couch whit help of the material library mod of blender(2.7)
in case of you have a reason for believe who i stole or take from some place you can tell me, about the license i see in internet some cases
of things made by fans for free about proprietary products who later have to remove them(Nintendo mostly,i don't have nothing again them,
is just the most common example who i see,i like very of the products of Nintendo ), and because i listen who always who this is not made in commercial form there is no problem, i use a non commercial license,in reality the great part of objects who i made are based in free licenses
like Peppert and Carrot,the Tuxemon project and the Zoonami mod of isahia in Minetest,the model of Metalanc who i create is from before isahia puts is own models in is mod,inclusive i send to them a image of the model in is forum section,because i don't know if i can combine objects whit different licenses in the same mod i decide to put all of them under a same license,i secure to put in what i based and the name of the authors,in case you know a form of combine objects based in free products and proprietary products under a free license or use two different licenses in the same mod you can make me know and even put what makes you thing what this can be done,i prefer official documents created by the institutions of the licenses.
I don't speak English,below is the version in Spanish.
Hago todos los modelos yo mismo en blender y algunas de las texturas de los muebles de madera y el sofa con ayuda del material library addon de blender(2.7)
en caso de que haya alguna razon que le haga creer que los he robado o tomado de algun lado puede decirla,sobre la licencia he visto en internet varios casos
de cosas hechas por fans de forma gratuita sobre productos propietarios que luego han tenido que ser removidos(Nintendo mayormente,no tengo nada contra el,
solo es el ejemplo mas comun que he visto,me gustan muchas de las cosas de Nintendo), y como he escuchado que mientras no sea de forma comercial no debe haber
problema he usado una licencia no comercial,en realidad la mayor parte de los objetos que he hecho estan basados en licencias libres
como Peppert y Carrot,el proyecto Tuxemon he incluso el mod zoonami de isahia en minetest,por si hacaso el modelo de metalanc lo hice antes de que isahia pusiera sus propios
modelos en su mod,inclusive le habia enviado una imagen del modelo en su seccion del foro,debido a que no se si se pueden combinar objetos con licencias distintas en el mismo
mod he decidido ponerlo todo bajo una misma licencia,inclusive me he asegurado de poner en que me he basado y los nombres de los autores,en caso de que sepas algun modo de combinar
objetos basados en productos libres y otros propietarios bajo una licencia libre o usar dos licencias distintas en un mismo mod me lo puedes hacer saber he inclusive poner lo que te
hace creer que esto se puede hacer,prefiero documentos oficiales creados por las instituciones de las licencias.
- apercy
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Re: Post your screenshots!
Tell me where I told that you stole something? I just told that in contentDB you see that message. And that could be the cause. But is just an speculation.
Re: Post your screenshots!
I also made some questions about the licenses,about if you know how combine objects based in proprietary and free products under a same free license,
or use 2 different licenses(some who allow the commercial use and other who don't) in the same mod,you can put some example or tell me what makes you thing that,
i also explain the reason for what i use a license whit non commercial part,if you really thing who the actual license is a problem i will ear
suggestions of how fix that,i like who there's no need to remove the models based in proprietary works,and about the other thing maybe I rushed and I didn't understand
well part of what you wanted to say(translator).
Part in spanish
He hecho tambien algunas preguntas sobre las licencias,sobre si conoce como combinar objetos basados en obras propietarias y libres bajo una misma licencia libre,
o usar dos licencias distintas(una que permita el uso comercial y otra que no) en un mismo mod,puedes ponerme algun ejemplo o decirme que le hace creer esto,
tambien he explicado el porque he usado una licencia con parte no comercial,si realmente cree que la licencia actual es un problema estoy dispuesto a oir
sugerencias de como arreglar esto,me gustaria que no se necesitara remover los modelos basados en obras propietarias, y sobe lo otro tal vez me precipite y no entendi
bien parte de lo que querias decir.
- LMD
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Re: Post your screenshots!
Non-commercial ("NC") licenses are a huge no for huge parts of the modding community because since they infringe on the right of anyone to freely run the software, they are considered nonfree and incur a penalty on ContentDB for the good reason that non-commercial is overly strict (i.e. some forms of use in education or monetized YT videos might already qualify as commercial use, making them forbidden).
- sorcerykid
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Re: Post your screenshots!
Nemo using her x-ray vision to spy on sorcerykid as she's mining.
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Re: Post your screenshots!
well if i would not care i would not have asked you so ...
Spoiler
pls more screenshots of this mod
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55
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Re: Post your screenshots!
which server ( i have not seen any server using the temp survive mod )sorcerykid wrote: ↑Sun Aug 14, 2022 02:49Nemo using her x-ray vision to spy on sorcerykid as she's mining.
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55
- iisu
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- sorcerykid
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Re: Post your screenshots!
It's not temp survive, it's my own mod that is specific to the Just Test Tribute game.
The beta version was developed in April 2020, then it was overhauled later that year as described in this post:
Re: [Server] JT2 @test@ (Snowfall + Athletics + Mobs Lite + Axon)
The beta version was developed in April 2020, then it was overhauled later that year as described in this post:
Re: [Server] JT2 @test@ (Snowfall + Athletics + Mobs Lite + Axon)
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Re: Post your screenshots!
This game is pretty!
- Wuzzy
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Re: Post your screenshots!
Pictures from the 6th Anniversary of JT2:
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Re: Post your screenshots!
oh ok i did not know that are there other mods that add temparature and things ?sorcerykid wrote: ↑Sun Aug 14, 2022 12:46It's not temp survive, it's my own mod that is specific to the Just Test Tribute game.
The beta version was developed in April 2020, then it was overhauled later that year as described in this post:
Re: [Server] JT2 @test@ (Snowfall + Athletics + Mobs Lite + Axon)
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55
- Skamiz Kazzarch
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Re: Post your screenshots!
I've gotten to enjoy quite some digital wilderness while working on https://github.com/minetest/minetest/pull/12690
- Skamiz Kazzarch
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Re: Post your screenshots!
The top part is a node selection tool very similar to how the creative inventory works. I now can attach it to any formspec by making a single function call. Actually getting all the buttons to work requires some extra callbacks, but that can also be automated down to a single line of code. And finally, making it so the original formspec also still works, requires to be a bit careful with your code architecture, but isn't a huge hurdle.
Re: Post your screenshots!
needed another bridge through a cave .....
- MCL
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Re: Post your screenshots!
What is the mod that adds those arches?
2014-02-14 - 2024-02-14 TEN YEARS OF MCL
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Re: Post your screenshots!
Roads
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Re: Post your screenshots!
Do you mean these... I use moreblocks :
moreblocks:slope_stone_half
moreblocks:slope_stone_half_raised
moreblocks:slope_stone
another example
- Skamiz Kazzarch
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Re: Post your screenshots!
So, recently a new biome mod(pack) landed on ContentDB. And I am thinking, cool, this one looks pretty nice, let's start a new world with it.
Very annoying, because under no circumstances do I want floating leaf blobs around and I am also not cleaning all the leaves up by hand. But alright, the next day I add some quick registrations where I leave the distance at 3 and hope for the best.
This doesn't work for all the trees, since some of them grow on default trunks. Since the decay registration is or a replacing nature, not an additive one, fixing that would either require a rewrite of the leaf decay system, or making one big registration for all the leaves and trunks which interact.
Except some of the schematics have aspen leaves growing on apple trunks. So now the tow tree types would be interchangeable to the the leaves, which also isn't nice. But fixing that would require the registration of new tree trunks, which would require a remaking of the schematics.
So I just left it at the simple leafdecay and decided to avoid the biomes with the problematic trees. I decide to settle in the pumpkin biome. After a while I notice that the saplings aren't growing. Look in the code again: Sapling grow retry timer (when the growth attempt fails) is just as long as the first grow timer, so with a bit of bad timing it can take several hours before a successful growth attempt. Shorten timer to something reasonable.
Saplings still aren't growing.
I grab the inspector and notice that the saplings don't have an active node timer. After another code dive I notice that the schematic paths are set up wrong. Some other things I noticed is that the new grass types can't be tilled into farmland and some planks act like logs. And I am sure there are other issues which I just haven't stumbled upon yet.
I really want to like this mod, and if it was just one thing, I would say fine, and just fix it myself. But I could probably spend a whole day just making this actually playable instead of just pretty to look at. And I can't really convince myself that that would be worth my time.
Why would I have to fix it myself? Because there is no forum post nor git page where the issues could be reported. And even if they were reported I doubt the author could fix them, since looking at the code it's apparent that a lot of it is just copied from elsewhere with little understanding of what it actually does.
Pretty mod, but not playable mod.
Issue number one, because I specifically tested it after some previous experiences. No leaf decay. It's not even that there is an error in the registration. It's just that there is no leafdecay registration in the first place.
Very annoying, because under no circumstances do I want floating leaf blobs around and I am also not cleaning all the leaves up by hand. But alright, the next day I add some quick registrations where I leave the distance at 3 and hope for the best.
This doesn't work for all the trees, since some of them grow on default trunks. Since the decay registration is or a replacing nature, not an additive one, fixing that would either require a rewrite of the leaf decay system, or making one big registration for all the leaves and trunks which interact.
Except some of the schematics have aspen leaves growing on apple trunks. So now the tow tree types would be interchangeable to the the leaves, which also isn't nice. But fixing that would require the registration of new tree trunks, which would require a remaking of the schematics.
So I just left it at the simple leafdecay and decided to avoid the biomes with the problematic trees. I decide to settle in the pumpkin biome. After a while I notice that the saplings aren't growing. Look in the code again: Sapling grow retry timer (when the growth attempt fails) is just as long as the first grow timer, so with a bit of bad timing it can take several hours before a successful growth attempt. Shorten timer to something reasonable.
Saplings still aren't growing.
I grab the inspector and notice that the saplings don't have an active node timer. After another code dive I notice that the schematic paths are set up wrong. Some other things I noticed is that the new grass types can't be tilled into farmland and some planks act like logs. And I am sure there are other issues which I just haven't stumbled upon yet.
I really want to like this mod, and if it was just one thing, I would say fine, and just fix it myself. But I could probably spend a whole day just making this actually playable instead of just pretty to look at. And I can't really convince myself that that would be worth my time.
Why would I have to fix it myself? Because there is no forum post nor git page where the issues could be reported. And even if they were reported I doubt the author could fix them, since looking at the code it's apparent that a lot of it is just copied from elsewhere with little understanding of what it actually does.
Pretty mod, but not playable mod.
- Blockhead
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Re: Post your screenshots!
That's a good review Skamiz. Why not place a review on ContentDB as well? I know ContentDB isn't for bug reports but I do think that technical and gameplay criticism of mods really deserves a place on ContentDB, which is how you would phrase the review. You gave just enough information for me to find the mod anyway, so it's not some big secret which one it is.Skamiz Kazzarch wrote: ↑Thu Aug 25, 2022 08:53So, recently a new biome mod(pack) landed on ContentDB. And I am thinking, cool, this one looks pretty nice, let's start a new world with it.
...
On topic: I found this dungeon in the side of a cliff. Australia mod, as seen in the screenshot also lacks leaf decay registrations for now.
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/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
- Skamiz Kazzarch
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Re: Post your screenshots!
Because, useful as it is, I don't particularly like the CDB, so I don't feel like expanding the effort.
Anyway. Yeah, a lot of mods don't support leafdecay. That's why it's one of the first things I test. It comes up often enough that I think it could use a dedicated chapter in the modding book, including things like setting up the node timers, making sure schematics don't force place air, etc...
OSS: Edit: Now with colorable pieces and a card dispenser, it's playable.
The pieces have to be colored manually and loose their color if the area is unloaded. Due to bad textures it's pointlessly hard to count tiles. Keeping of scores is completely up to the players. But technically it's playable.
Edit:
Now a released mod: viewtopic.php?f=9&t=28600
Pawn colors are now persistent across world restarts.
Anyway. Yeah, a lot of mods don't support leafdecay. That's why it's one of the first things I test. It comes up often enough that I think it could use a dedicated chapter in the modding book, including things like setting up the node timers, making sure schematics don't force place air, etc...
OSS: Edit: Now with colorable pieces and a card dispenser, it's playable.
The pieces have to be colored manually and loose their color if the area is unloaded. Due to bad textures it's pointlessly hard to count tiles. Keeping of scores is completely up to the players. But technically it's playable.
Edit:
Now a released mod: viewtopic.php?f=9&t=28600
Pawn colors are now persistent across world restarts.
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