[Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
- stormchaser3000
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- stu
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AFAIK there is no way to differentiate fall damage from any other type of damage, so currently not possible.ak399g wrote:How would one go about creating a set of boots that prevent fall damage?
On the other hand, anti-gravity boots may soon become a possibilty.
Last edited by stu on Sun Dec 22, 2013 17:25, edited 1 time in total.
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I've tried both wield3d and this modpack, though i've had problems with both
wield3d leaves tools/entities laying all around the map, they're not selectable so i can't pick them up.
I tried this modpack in combination with zeg's skins mod, and for the most part the wieldview renders properly except for my own player, where im shown wielding my own skin texture
I dont know if wield3d and wieldview are the same, if not, would it be possible to spinoff wieldview into a seperate mod, so i could run just wieldview + skins?
wield3d leaves tools/entities laying all around the map, they're not selectable so i can't pick them up.
I tried this modpack in combination with zeg's skins mod, and for the most part the wieldview renders properly except for my own player, where im shown wielding my own skin texture
I dont know if wield3d and wieldview are the same, if not, would it be possible to spinoff wieldview into a seperate mod, so i could run just wieldview + skins?
- stu
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I am aware that there are still some issues with both wield3d and wieldview which in both cases seem to be caused by the player not being fully loaded (for want of a better term). Currently the only solution is to increase the delay time before the mod(s) apply changes to the player model or attempt to attach wield entities. However, BrandonReese reported that even as much as 10 seconds was not sufficient in some cases.mauvebic wrote:I've tried both wield3d and this modpack, though i've had problems with both
wield3d leaves tools/entities laying all around the map, they're not selectable so i can't pick them up.
I tried this modpack in combination with zeg's skins mod, and for the most part the wieldview renders properly except for my own player, where im shown wielding my own skin texture
What we need is some way to know when it is 'safe' to apply changes to the default player as suggested in this post
Without this, anything else I try would only be a hacky workaround. Like for example add a whole series of initialization attempts
Code: Select all
for i = 0, 60, 10 do
minetest.after(i, init_player, player)
end
They are entirely different, wield3d uses attached entities while with wieldview the wield item is a fixed part of the 3d_armor model. In earlier versions wieldview could be used independently but this is not possible with the current version, though It should not be too difficult to disable the armor aspect if required.mauvebic wrote:I dont know if wield3d and wieldview are the same, if not, would it be possible to spinoff wieldview into a seperate mod, so i could run just wieldview + skins?
- stormchaser3000
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- hoodedice
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Please rephrase your question. Elaborate a bit.saikoe wrote:does it have to come out of mod files are just regular download
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
coooooooooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL
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You can use modmenu instead. To put on armour type /m. viewtopic.php?id=5824JPRuehmann wrote:Hello
How can I use 3DArmor with the unified Inventory?
Is or will be there a possibilty?
Thanks,
JPR
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*nod* Perhaps dmonty can integrate it, like he did in this thread with skins. Unified inventory is pretty practical, and some people seem to refrain from using it due to mods that are not integrated directly yet. Or stu could do it himshelf :-)JPRuehmann wrote: But it would still be lovely to embed it in the unified Inventory, I think.
A list of my mods can be found here.
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- stu
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Minor update: Added Support for bones mod.
I will look at this but I always found UI a bit buggy but perhaps its improved since I last tried it.Sokomine wrote:*nod* Perhaps dmonty can integrate it, like he did in this thread with skins. Unified inventory is pretty practical, and some people seem to refrain from using it due to mods that are not integrated directly yet. Or stu could do it himshelf :-)JPRuehmann wrote: But it would still be lovely to embed it in the unified Inventory, I think.
Last edited by stu on Tue Apr 08, 2014 21:34, edited 1 time in total.
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UI is practical most of the time and works well enough. I was sceptical at first as well but got used to it on Vanessas server and now don't want to miss it. The craft guide also improved. About the only thing that still gives me trouble with UI is the search field - it's hard to remember that you have to click on the magnifying glass and not just hit enter.stu wrote: I will look at this but I always found UI a bit buggy but perhaps its improved since I last tried it.
Adding support for your armor mod for UI would help a lot of servers and players.
A list of my mods can be found here.
- stu
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Mod Updated
Major overhaul of the armor inventory system including support
for unified inventory and the new unified inventory skins u_skins by dmonty
Screenshot:
Armor inventory now has six slots prioritised top left to bottom right.
Items can be placed in any position where the highest priority for each
element is used, visual feedback is provided by a 2d preview.
Armor can now be configured by adding a armor.conf file to the 3d_armor directory.
please see armor.conf.example for the many new options available, including the
recently requested armor drop on death.
Note that armor can now be used without any inventory mod, however, it is highly
recommended that you do use either unified inventory or one of the inventory plus forks.
Quite a lot has changed so please let me know if you find any bugs.
I will bump the version and update the top post once I am satisfied everything is ok.
Cheers!
Major overhaul of the armor inventory system including support
for unified inventory and the new unified inventory skins u_skins by dmonty
Screenshot:
Armor inventory now has six slots prioritised top left to bottom right.
Items can be placed in any position where the highest priority for each
element is used, visual feedback is provided by a 2d preview.
Armor can now be configured by adding a armor.conf file to the 3d_armor directory.
please see armor.conf.example for the many new options available, including the
recently requested armor drop on death.
Note that armor can now be used without any inventory mod, however, it is highly
recommended that you do use either unified inventory or one of the inventory plus forks.
Quite a lot has changed so please let me know if you find any bugs.
I will bump the version and update the top post once I am satisfied everything is ok.
Cheers!
Last edited by stu on Sun Apr 13, 2014 20:13, edited 1 time in total.
Nice! Wish it was included in the main game.
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