[Mod] Hatches [hatches] (missing license)

ironzorg
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[Mod] Hatches [hatches] (missing license)

by ironzorg » Wed Dec 21, 2011 22:57

Hello everyone.

Not much to be said, the title is pretty much self explanatory: I implemented hatches as a LUA mod.

Image

Image

Image

When it's open, a trapdoor is climbable, and you can't go through it when it's closed (the upcoming version of minetest will allow me not to use the whole node as boundary box).

Sorry for the poor textures, feel free to make your own (I'm a terrible artist, although I felt like I had to release that mod with at least one texture).

Download
Last edited by ironzorg on Thu Dec 22, 2011 10:47, edited 1 time in total.
 

sapier
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by sapier » Wed Dec 21, 2011 23:31

Great mod! Thanks!

There's a small bug in it, when digging a placed hatch there seem to be two different types of hatch.
At least I've gotten two stacks that havent been combinable.
DON'T mention coding style!
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MrThebuilder3
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maddogg
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by maddogg » Wed Dec 21, 2011 23:57

yes Fair play it will be good
 

ironzorg
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by ironzorg » Thu Dec 22, 2011 09:52

sapier wrote:Great mod! Thanks!

There's a small bug in it, when digging a placed hatch there seem to be two different types of hatch.
At least I've gotten two stacks that havent been combinable.


Indeed, I'll look into it.

EDIT: It's fixed, I uploaded the new version of the mod.
What's changed:
  • Fixed the boundary detection bug when placed an open hatch
  • Fixed the compatibilty issue when harvesting an open/closed hatch
  • Enhanced the boundary box of the closed hatch
Last edited by ironzorg on Thu Dec 22, 2011 10:46, edited 1 time in total.
 

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jordan4ibanez
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by jordan4ibanez » Tue Dec 27, 2011 06:58

I've been gone for a long time
 

ironzorg
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by ironzorg » Tue Dec 27, 2011 14:06

jordan4ibanez wrote:I improved hatches!

http://www.megaupload.com/?d=AYUZGV9G


I don't want to sound harsh, but all you did was disabling the climbable attribute of open hatches, which was there on purpose..
 

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Jeija
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by Jeija » Tue Dec 27, 2011 15:03

Nice mod! May I use it for my mesecon mod, so that hatches can be controlled by mesecons?
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hurufu
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by hurufu » Tue Dec 27, 2011 15:12

Great!
Could you put the texture to the upper side of block? So when you are walking on it, there were no empty space between you and visible texture.
 

ironzorg
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by ironzorg » Wed Dec 28, 2011 10:47

Jeija wrote:Nice mod! May I use it for my mesecon mod, so that hatches can be controlled by mesecons?


Absolutely.

hurufu wrote:Great!
Could you put the texture to the upper side of block? So when you are walking on it, there were no empty space between you and visible texture.


In fact this is due to a limitation of minetest's engine, actually I can't set the boundary box to be exactly the outline of the hatch.
We have to wait for the next release (with the stairs code if I'm not mistaken) so that I can be able to fix that. Also hence the climbable attribute.
 

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Calinou
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by Calinou » Mon Jan 02, 2012 00:57

Small request: When hatch is open, it has no collision (not walkable). When closed, it is climbable. It feels much better IMO :)
 

ironzorg
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by ironzorg » Mon Jan 02, 2012 12:46

Calinou wrote:Small request: When hatch is open, it has no collision (not walkable). When closed, it is climbable. It feels much better IMO :)


If it was climbable when open, you would be able to go through it. Moreover, it's climbable when it's open because of that boundary box problem (it makes much more sense).
 

Temperest
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by Temperest » Sun Jan 29, 2012 17:27

I've changed it to work with the newest version of MineTest:

Code: Select all
-- Local constants
-- This _has_ to be set to 2
local HATCH_OPENED = 2
-- This has to be != from HATCH_OPENED and is coded on 4 bits
local HATCH_CLOSED = 1

-- Local Functions
local on_hatch_punched = function(pos, node, puncher)
    if (node.name ~= 'hatches:hatch_closed')
        and (node.name ~= 'hatches:hatch_opened') then
        return
    end
    local state = node.param2

    -- Switch the hatch state when hit
    if state == HATCH_OPENED then
        node.name = 'hatches:hatch_closed'
        node.param2 = HATCH_CLOSED
    elseif state == HATCH_CLOSED then
        node.name = 'hatches:hatch_opened'
        node.param2 = HATCH_OPENED
    else
        print('Uninitialized node: ' .. state)
    end

    minetest.env:add_node(pos, {
        name = node.name,
        param2 = node.param2,
    })
end

local on_hatch_placed = function(pos, node, placer)
    if node.name ~= 'hatches:hatch_opened' then
        return
    end

    minetest.env:add_node(pos, {
        name = node.name,
        param2 = HATCH_OPENED,
    })
end

-- Nodes
-- As long as param2 is set to 1 for open hatches, it doesn't matter to
-- use drawtype = 'signlike'
minetest.register_node('hatches:hatch_opened', {
    drawtype = 'signlike',
    tile_images = {'hatch.png'},
    inventory_image = 'hatch.png',
    sunlight_propagates = true,
    paramtype = 'light',
    paramtype2 = "wallmounted",
    legacy_wallmounted = true,
    walkable = false,
    climbable = true,
    selection_box = {
        type = "wallmounted",
    },
    material = minetest.digprop_constanttime(1.0),
    drop = 'hatches:hatch_closed',
})

minetest.register_node('hatches:hatch_closed', {
    description = "Hatch",
    drawtype = 'raillike',
    tile_images = {'hatch.png'},
    inventory_image = 'hatch.png',
    wield_image = "hatch.png",
    paramtype = 'light',
    walkable = true,
    selection_box = {
        type = "fixed",
        fixed = {-1/2, -1/2, -1/2, 1/2, -2/5, 1/2},
    },
    material = minetest.digprop_constanttime(1.0),
})

-- Crafts
minetest.register_craft({
    output = '"hatches:hatch_closed" 2',
    recipe = {
        {'"default:wood" 1', '"default:wood" 1', '"default:wood" 1'},
        {'"default:wood" 1', '"default:wood" 1', '"default:wood" 1'},
    },
})

-- Change the hatch state
minetest.register_on_punchnode(on_hatch_punched)
-- Reset param2 for open hatches
minetest.register_on_placenode(on_hatch_placed)

-- Mesecon Stuff:
mesecon:register_on_signal_on(on_hatch_punched)
mesecon:register_on_signal_off(on_hatch_punched)


This is based off of Jeija's modification allowing mesecons to control hatches.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

Temperest
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by Temperest » Sun Jan 29, 2012 19:42

cisoun wrote:Just a question: how can I remove then?


They can be dug in exactly 1 second, with any tool.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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cisoun
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by cisoun » Sun Jan 29, 2012 19:56

I just noticed that. \o/
Another bug: the hatch doesn't rotate like in the first picture. It just goes up and down. Is that normal?
Not here for a while due to some troubles between my graphic card and Minetest.
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Temperest
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by Temperest » Sun Jan 29, 2012 20:07

Well with the way it is now hatches always open to the positive X axis, I'm not sure how to store the orientation properly in the node after the hatch is closed.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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neko259
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by neko259 » Sun Jan 29, 2012 20:59

cisoun wrote:I just noticed that. \o/
Another bug: the hatch doesn't rotate like in the first picture. It just goes up and down. Is that normal?

++
And if I try to dig it (and it's really hard), I can get opened hatch instead of normal (they don't stack together).
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
 

Temperest
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by Temperest » Sun Jan 29, 2012 21:49

neko259 wrote:
cisoun wrote:I just noticed that. \o/
Another bug: the hatch doesn't rotate like in the first picture. It just goes up and down. Is that normal?

++
And if I try to dig it (and it's really hard), I can get opened hatch instead of normal (they don't stack together).


@cisoun: I may have misunderstood you at first... I had the same issue, but fixed it in my version, which you can find posted above. It requires MineTest 20120122 at minimum. I've tested my version, it fixes the issue.

@neko259: The opened hatch issue is also fixed in my version, but as I mentioned, it requires the latest version.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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neko259
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by neko259 » Sun Jan 29, 2012 21:55

@Temperest: Can you pack the whole mod to .tar.gz or .zip and post it to omploader? I'd be grateful :)
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
 

Temperest
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by Temperest » Mon Jan 30, 2012 03:02

@neko259: Certainly.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

evildrummer
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by evildrummer » Sun Feb 12, 2012 00:14

Can you make a Zip version?
 

Temperest
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by Temperest » Sun Feb 12, 2012 00:44

evildrummer wrote:Can you make a Zip version?


Temperest wrote:@neko259: Certainly.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by sfan5 » Sat Mar 17, 2012 11:04

License is missing
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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by MilanFIN » Sat Mar 17, 2012 12:56

Will this work on the 0.4.dev-20120122-1 version?
 

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