[Mod]Biplanes![0.0.3][biplane]

ozkur
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[Mod]Biplanes![0.0.3][biplane]

by ozkur » Sat Feb 11, 2017 01:12

Minetest has the worlds biggest vertical height, but how are you supposed to explore it when you can't fly? Well now you can, with the biplane mod! Fly around in airplanes!

plane.png
(123.18 KiB) Not downloaded yet


+ Controls


+ Known bugs
Attachments
biplane.zip
(220.13 KiB) Downloaded 174 times
Last edited by ozkur on Sat Mar 04, 2017 20:54, edited 7 times in total.
Biplanes! 'Nuff said

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TumeniNodes
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Re: [Mod]Biplanes![biplane]

by TumeniNodes » Sat Feb 11, 2017 01:34

Well, the plane looks great!

But I seem to have lost it in the ground somewhere :P

When I click to get in everything goes black and I am underground (inside ground actually) and thought I was flying the plane, but was not sure.

Got out and plane was moved to another spot (but unsure If I flew it there) (sad how many times in my life I've said those exact words...) : /

second attempt, I came above ground but my plane is somewhere "in" the ground :P

overall, a cool start so far : )

So, first things... you definitely need to do a license.txt and add "all" the different licenses for any parts borrowed from other people (this is most important on the list)

second, add your own license for work you did (this protects your work)

Now, the real pros will prob come along and help with any code that might need it...

But, so far, I like it... I think it's gonna be really cool

It will get more attention if you manage to work out using github and add some nice screenshots : )

I took 2 I'll add in a moment

cool stuff!

>edit... definitely need a new plane engine sound (I'll look for one) this currently sounds like a helicopter :P
Last edited by TumeniNodes on Sat Feb 11, 2017 01:36, edited 1 time in total.
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ozkur
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Re: [Mod]Biplanes![biplane]

by ozkur » Sat Feb 11, 2017 01:36

I have trouble considering that the plane spawns half-in the ground, so maybe you should place it on a node, then mine that node.
Biplanes! 'Nuff said

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TumeniNodes
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Re: [Mod]Biplanes![biplane]

by TumeniNodes » Sat Feb 11, 2017 01:38

ozkur wrote:I have trouble considering that the plane spawns half-in the ground, so maybe you should place it on a node, then mine that node.


yep, I read that "after" my adventures... :D

I'm one of those... "just do it and read the instructions later if things go wrong" kinda guy
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Re: [Mod]Biplanes![biplane]

by TumeniNodes » Sat Feb 11, 2017 02:25

ozkur wrote:I have trouble considering that the plane spawns half-in the ground, so maybe you should place it on a node, then mine that node.


if you open the blend file in blender, and raise the model up a bit (you may need to experiment with it) you should be able to fix the issue of it spawning in the ground
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Re: [Mod]Biplanes![biplane]

by azekill_DIABLO » Sat Feb 11, 2017 09:38

awesome so cute! to prevent plane from going into the ground on spawn make spawn a bit higher than the block it is on!
 

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Re: [Mod]Biplanes![biplane]

by ozkur » Sat Feb 11, 2017 12:50

azekill_DIABLO wrote:awesome so cute! to prevent plane from going into the ground on spawn make spawn a bit higher than the block it is on!

I am trying to fix this. I am unsure of how to separate the vector into its x,y,and z values.
Biplanes! 'Nuff said

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Re: [Mod]Biplanes![biplane]

by ozkur » Sat Feb 11, 2017 13:01

texmex wrote:What if it demanded fuel…? :D

You do need a block of coal to craft the engine, but guess that isn't much...
Biplanes! 'Nuff said

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texmex
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Re: [Mod]Biplanes![biplane]

by texmex » Sat Feb 11, 2017 15:04

ozkur wrote:
texmex wrote:What if it demanded fuel…? :D

You do need a block of coal to craft the engine, but guess that isn't much...

That's something! A finite supply of fuel would be a fun game mechanic of running out of it in the middle of nowhere. A parachute would then come in handy.
 

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Re: [Mod]Biplanes![0.0.3][biplane]

by DS-minetest » Sat Feb 11, 2017 15:49

There's a problem in line 187:
Code: Select all
      self.model:set_attach(self.object,"Root", {x=0,y=0,z=5}, {

You attach the self.model to self.object on_step to "Root" bone. Because of this, it's not running fluently. Only attach it once and not to a bone.
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Re: [Mod]Biplanes![0.0.3][biplane]

by ozkur » Sat Feb 11, 2017 19:32

DS-minetest wrote:There's a problem in line 187:
Code: Select all
      self.model:set_attach(self.object,"Root", {x=0,y=0,z=5}, {

You attach the self.model to self.object on_step to "Root" bone. Because of this, it's not running fluently. Only attach it once and not to a bone.

Sorry. Most code comes from the helicopter mod, andthe boat mod, so I'm still not that good with the code.

So I should put this line of code in the "On_rightclick"?
Biplanes! 'Nuff said

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Re: [Mod]Biplanes![0.0.3][biplane]

by Sokomine » Sat Apr 01, 2017 04:30

Doesn't this kind of mod type works better if the player model is changed into player+model instead of the player beeing attached?
The airplane looks very nice.
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Re: [Mod]Biplanes![0.0.3][biplane]

by GreenDimond » Sat Apr 01, 2017 04:33

Screenies?
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Re: [Mod]Biplanes![0.0.3][biplane]

by maikerumine » Sat Apr 01, 2017 06:55

I recommend removing the "bi" from biplane, as it is a mono plane, or aeroplane. :) Looks great though!!!!
 

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Re: [Mod]Biplanes![0.0.3][biplane]

by John_Constructor » Sat Jul 01, 2017 13:41

Tried the mod, unfortunately it seems to completely teleport my character a few... Actually a few hundred nodes away at times. But regardless... It always teleports me out and away from the plane.
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