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TriBlade9
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by TriBlade9 » Post

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Last edited by TriBlade9 on Mon Jun 22, 2020 14:39, edited 1 time in total.

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D00Med
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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by D00Med » Post

The mod I've been waiting for, this is great! I'll try it out now...
Edit: I have been wanting to do this for a long time... D: 12 lines of code?
Anyway, great mod!
Look! I have a signature :]
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TriBlade9
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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by TriBlade9 » Post

Yep. Took me about five minutes, and most of it was remembering how to write Lua. :3

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by azekill_DIABLO » Post

oh a question: if orking your mod and would like to know to remove an hud element just after placing it.
Can you help me?
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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by TriBlade9 » Post

If I understand your question correctly azekill_DIABLO, you're looking for player:hud_remove(id).

https://github.com/minetest/minetest/bl ... .txt#L2710

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by azekill_DIABLO » Post

yes but how to get the id of the hud_element?
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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by ExeterDad » Post

That really gives a nice effect.

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by TriBlade9 » Post

azekill_DIABLO wrote:yes but how to get the id of the hud_element?
It is returned from add_hud

Or is your question how to get it from my mod?
I'd have to expose it in some way.

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by TriBlade9 » Post

ExeterDad wrote:That really gives a nice effect.
I think it's one of the big factors that made MT feel so plastic compared to MC.

I may be wrong though. It's very hard to determine what causes subconscious feelings. ;)

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Re: [Mod] Vignette [vignette] - Surprisingly good for immers

by azekill_DIABLO » Post

TriBlade9 wrote:
azekill_DIABLO wrote:yes but how to get the id of the hud_element?
It is returned from add_hud

Or is your question how to get it from my mod?
I'd have to expose it in some way.
i try to get it from your mod....i'm just modifing it :)
i'm adding a special hud on_damage (no problem with this)
buti want i leaves the screen some time after this....

Edit: this is a great mod
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by TriBlade9 » Post

Okay, I'll look into exposing the id.

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by srifqi » Post

Nice simple small mod! Just a function call and an image. :D
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by TriBlade9 » Post

srifqi wrote:Nice simple small mod! Just a function call and an image. :D
Yeppers. :)

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by MineYoshi » Post

Very nice effect to the game!

Very nice, i tested it and looks very great!
+100
Have a nice day! :D

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Gael de Sailly » Post

Impressive simplicity.

On the first line I would prefer this:

Code: Select all

local function joinplayer (player)
because creating global variables is not advised when it can be avoided, because it may create confusion if ever another mod uses a variable called "joinplayer". Here, a local variable is better.
Just realize how bored we would be if the world was perfect.

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by TriBlade9 » Post

Oops, I've been in Node.js-land too long. Forgot that creates a global function.

On the bright side, that will make exposing the id very simple.

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Byakuren » Post

TriBlade9 wrote:Oops, I've been in Node.js-land too long. Forgot that creates a global function.

On the bright side, that will make exposing the id very simple.
It's not necessary to console yourself with the bright side, because it is a one keyword fix. To expose it you can just define a global table named after your mod, and put the function there.
Every time a mod API is left undocumented, a koala dies.

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Bas080 » Post

I made a pull request which creates an api for the vignette mod. This allows for other mods to increase or decrease the darkness effect.

https://github.com/TriBlade9/minetest_vignette/pull/1

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by TriBlade9 » Post

Merged, thanks a ton Bas080!

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by bark » Post

Love this mod! Thank you.

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by jordan4ibanez » Post

This should be in the game by default, very nice.
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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Calinou » Post

jordan4ibanez wrote:This should be in the game by default, very nice.
Then it should be configurable, I don't personally like vignettes much and I don't think any "competitive" player does.

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by BrunoMine » Post

No matter which the server. This mod is awesome.

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by Diamond knight » Post

Calinou wrote:
jordan4ibanez wrote:This should be in the game by default, very nice.
Then it should be configurable, I don't personally like vignettes much and I don't think any "competitive" player does.
should be a setting in the same submenu as enable fullscreen in advanced settings

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Re: [Mod] Vignette - Surprisingly good for immersion [vignet

by BrunoMine » Post

I believe that this feature should not exist in minetest. This is a unique recusro for survival servers. (Slightly increases the difficulty and puts insecurity player)

I've added to my server.

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