[mod] Wielded Items with full node support [wield_redo]

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Piezo_
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[mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

DISCLAIMER: Yes, I know about wieldview. No, I don't have anything against its author. I just have my own way of doing things.
*sigh*
Alright! Now that we've got that out of the way, let's get into the details of what crazy scheme I'm trying to pull, now.
It's awfully shady to go around with your hands in your pocket, so why not let people see what you're carrying?
What? A sword is a weapon? Well, at least it's not a concealed weapon.

But what's this? Now, they're saying I can't go carrying around nodes in public? Well, well, well, I BEG TO DIFFER!

I've got another trick up my sleeve that nobody (in reality, everyone) was expecting, and its name is

wield_redo
Image

What's so special about wield_redo that sets it apart from any other held item mod?

It's about the nodes! Wield_redo is almost guaranteed to show what you're holding, regardless of whether it's a cube, item, tool, nodebox, or even a mesh!
If you can see it when you throw it on the ground, you can see it in your hand!
Privacy is dead!
Our held items are laid bare for all to see!

This mod is compatible with 3DArmor, AND (Via an ugly hack) PlayerAnim

Download

This mod fully supports minetest_systemd, but does not depend on it.
Last edited by Piezo_ on Sun Dec 02, 2018 19:25, edited 1 time in total.
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Re: [mod] Wielded Items with full node support [wield_redo]

by Desour » Post

There's not only wieldview from 3d_aromor but also wield3d.
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Re: [mod] Wielded Items with full node support [wield_redo]

by stu » Post

DS-minetest wrote:There's not only wieldview from 3d_aromor but also wield3d.
I am pretty sure they are already aware of this mod, there are more than a few 'similarities' in the code ;^)

btw, If you want to fix the attachment glitching then use the player model included here: https://github.com/stujones11/SAM-Viewer

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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

stu wrote:I am pretty sure they are already aware of this mod, there are more than a few 'similarities' in the code ;^)
If I knew wield3d existed, I wouldn't have made wield_redo. XD

(Should I delete my entire mod, or just leave it?)

(I kind of want to leave it, as it's nice to have minetest_systemd support for adjusting item offset without having to restart the whole map)

EDIT: I think I prefer to have 3d-armor support rather than playeranim, so I'll leave this up, and continue to work on my satanic 3D trigonometry hack...
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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

Progress report: The "satanic 3D trigonometry hack" is going surprisingly well. This mod may just support PlayerAnim and 3DArmor
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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

Update
  • Playeranim is now """supported""" (God help you if you use this).
  • Sold my soul to demons
  • Suffered PTSD flashbacks to my high school Pre-Calculus class.
  • Life is suffering.
  • Death is not release.
  • for _,player in pairs(minetest.get_connected_players()) do player:set_detach("hope") end
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Re: [mod] Wielded Items with full node support [wield_redo]

by GreenXenith » Post

Please use math.pi instead of 3.1415.
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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

GreenDimond wrote:Please use math.pi instead of 3.1415.
Oh, this exists! Thank you, I was so caught up in bashing my head against sine functions for hours on end, I didn't notice!
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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

Update
  • Fixed tool offsets being messed up with playeranim
  • I haven't tested this with 5.0.0, can someone give feedback?
  • This mod is still a piece of hell.
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Re: [mod] Wielded Items with full node support [wield_redo]

by runs » Post

I use the wield mod from the armor mod. What are the differences between them?

Is this better?

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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

runs wrote:I use the wield mod from the armor mod. What are the differences between them?

Is this better?
This one also shows 3D nodes/models when held.

If you read the other comments, you'll see that someone else made a very similar mod (wield3d), but I'm not sure if that one supports both 3DArmor and playeranim (wield_redo does).
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Re: [mod] Wielded Items with full node support [wield_redo]

by runs » Post

I get this warning.

Code: Select all

2018-12-06 12:41:22: WARNING[Server]: Undeclared global variable "minetestd" accessed at .../runs/.minetest/games/___/mods/wield_redo/init.lua:86

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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

runs wrote:I get this warning.

Code: Select all

2018-12-06 12:41:22: WARNING[Server]: Undeclared global variable "minetestd" accessed at .../runs/.minetest/games/___/mods/wield_redo/init.lua:86
Does it still run? (If so, that's just the engine being whiny about global variables, and I don't know if there's much I can do to shut it up)
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Re: [mod] Wielded Items with full node support [wield_redo]

by runs » Post

Piezo_ wrote:
runs wrote:I get this warning.

Code: Select all

2018-12-06 12:41:22: WARNING[Server]: Undeclared global variable "minetestd" accessed at .../runs/.minetest/games/___/mods/wield_redo/init.lua:86
Does it still run? (If so, that's just the engine being whiny about global variables, and I don't know if there's much I can do to shut it up)
Yes, it runs.

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Re: [mod] Wielded Items with full node support [wield_redo]

by wziard » Post

Piezo_ wrote: I don't know if there's much I can do to shut it up)
I think I read somewhere that you can create a global variable with the same name as your mod. Or maybe multiple variables as longs as they start with your mod name.

But now I can't find where I read that, so maybe I made it up?

Why would you need a global variable btw, why not just make it a local? (Not trying to tell you anything, I'm just curious if there's a reason I haven't encountered yet, as I'm still in the early stages of learning MT modding)

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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

wziard wrote:
Piezo_ wrote: I don't know if there's much I can do to shut it up)
I think I read somewhere that you can create a global variable with the same name as your mod. Or maybe multiple variables as longs as they start with your mod name.
This is an issue I've had to confront on the mod that's causing this (minetest_systemd, namely). The issue is that I renamed the mod because the name minetestd was too similar to just "minetest", but I didn't want to change the name in the code, because I felt "minetest_systemd" was a bit long, and because of the sheer amount of breakage the change could cause on my server.
wziard wrote:Why would you need a global variable btw, why not just make it a local? (Not trying to tell you anything, I'm just curious if there's a reason I haven't encountered yet, as I'm still in the early stages of learning MT modding)
The main reason is so that other mods can access its functions and data. For minetest_systemd, this is incredibly important, as it's an API, but for any kind of general-feature-adding mod, it's also useful to allow other mods to interact with yours. (For example, you can add more item rotation/offset/scale(not yet implemented) configurations for new items from your mod into wield_redo's toolOffsets table.)
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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

Update
  • Held items can now be scaled to be larger or smaller, but this parameter is optional.
  • The internal code looks a bit different now, if your mod implements this, check to make sure it still works.
  • Improved placement of held nodes
  • If you're using minetest_systemd, make sure it's the latest version. check_item_match had some changes that this expects to be present.
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Re: [mod] Wielded Items with full node support [wield_redo]

by runs » Post

I have a problem. I.e. I wield a sword, then I press F7, the sword is shown wielded. But now if I change the inventory item in the hotbar with the mouse wheel the sword disappears from the 3D view and no other item will be wielded. I have to press F7 twice (back to 1st person view and return to the 3rd view again).

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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

runs wrote:I have a problem. I.e. I wield a sword, then I press F7, the sword is shown wielded. But now if I change the inventory item in the hotbar with the mouse wheel the sword disappears from the 3D view and no other item will be wielded. I have to press F7 twice (back to 1st person view and return to the 3rd view again).
This is a problem with how set_attach is implemented. When the player's attached item changes in some way, it disappears from that player's perspective until the point of view is refreshed. You can either
  • bother the Minetest developers to fix it
  • make a modified client where you fix it on your own (You'll need to know a little C++ for this, but it's doable. I've tinkered around with the client somewhat, myself)
Unfortunately, this is beyond the power of a simple lua mod to fix.
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Re: [mod] Wielded Items with full node support [wield_redo]

by runs » Post

Piezo_ wrote:
runs wrote:I have a problem. I.e. I wield a sword, then I press F7, the sword is shown wielded. But now if I change the inventory item in the hotbar with the mouse wheel the sword disappears from the 3D view and no other item will be wielded. I have to press F7 twice (back to 1st person view and return to the 3rd view again).
This is a problem with how set_attach is implemented. When the player's attached item changes in some way, it disappears from that player's perspective until the point of view is refreshed. You can either
  • bother the Minetest developers to fix it
  • make a modified client where you fix it on your own (You'll need to know a little C++ for this, but it's doable. I've tinkered around with the client somewhat, myself)
Unfortunately, this is beyond the power of a simple lua mod to fix.
So maybe you should make a request to developers...


All is good for improvement of Minetest.

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Re: [mod] Wielded Items with full node support [wield_redo]

by Piezo_ » Post

runs wrote:
So maybe you should make a request to developers...


All is good for improvement of Minetest.
I've just sent them a pull request with this issue fixed. Let's see how that goes...
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