[Mod][Experimental] Doors (minecraftlike) 0.0.3
[Mod][Experimental] Doors (minecraftlike) 0.0.3
I've tried to create created doors similar the ones used in minecraft.
By now this was only possible by adding small patches to minetest, don't know if they make it to master as they break the "a block is a block" rule ;-)
Use crowbar to increase removal speed of door by factor five
crowbar reciep:
. . steel_ingot
. steel_ingot .
steel_ingot . .
Working (>0.0.2):
-placing doors relative to player position and position of door (4 possibilitys)
-opening/closing doors
-removing doors
-doors are as slim as their collision box and smaller than block size -> fixed by minetest patch "cube_disorted"
-transparency does work (->github/sapier/minetest branch sapier_experimental)
-doors can't be walked through if closed (->github/sapier/minetest branch sapier_experimental)
Problems:
nothing known
Changes:
Version 0.0.3
-Iron door added
-switched from 2 entities per door to 1 entitie
-fixed dig door bug
-switched to left click door opening
Screenshots:
-closed door
-opened door (you can see the thin black line of the collision box around the frame)
-all in one
Minetest Patches
transparency patch is not mandatory and may have side effects to other parts of minetest, haven't checked this
http://www.mediafire.com/?8xxzdcvxs56ze3z
cube_disorted patch adds another visual style to entitys using their collision box for drawing the mesh, beware collision box HAS TO BE MinEdge,MaxEdge to get reasonable drawing results!
http://www.mediafire.com/?i0zqkntbnzt7jog
Mod:
http://www.mediafire.com/?khcvdbcq1abzwvx (Version 0.0.1)
http://www.mediafire.com/?0peyua24rdc6mia (Version 0.0.2)
http://www.mediafire.com/?4e8of77m8ah602x(Version 0.0.3)
By now this was only possible by adding small patches to minetest, don't know if they make it to master as they break the "a block is a block" rule ;-)
Use crowbar to increase removal speed of door by factor five
crowbar reciep:
. . steel_ingot
. steel_ingot .
steel_ingot . .
Working (>0.0.2):
-placing doors relative to player position and position of door (4 possibilitys)
-opening/closing doors
-removing doors
-doors are as slim as their collision box and smaller than block size -> fixed by minetest patch "cube_disorted"
-transparency does work (->github/sapier/minetest branch sapier_experimental)
-doors can't be walked through if closed (->github/sapier/minetest branch sapier_experimental)
Problems:
nothing known
Changes:
Version 0.0.3
-Iron door added
-switched from 2 entities per door to 1 entitie
-fixed dig door bug
-switched to left click door opening
Screenshots:
-closed door
-opened door (you can see the thin black line of the collision box around the frame)
-all in one
Minetest Patches
transparency patch is not mandatory and may have side effects to other parts of minetest, haven't checked this
http://www.mediafire.com/?8xxzdcvxs56ze3z
cube_disorted patch adds another visual style to entitys using their collision box for drawing the mesh, beware collision box HAS TO BE MinEdge,MaxEdge to get reasonable drawing results!
http://www.mediafire.com/?i0zqkntbnzt7jog
Mod:
http://www.mediafire.com/?khcvdbcq1abzwvx (Version 0.0.1)
http://www.mediafire.com/?0peyua24rdc6mia (Version 0.0.2)
http://www.mediafire.com/?4e8of77m8ah602x(Version 0.0.3)
Last edited by sapier on Sun Feb 19, 2012 14:14, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
I just clicked the mediafire links and they loaded. No "download" needed. Sorry but I don't know how to help you with this mod. But great idea.bwog wrote:You don't need to make us download the screenshots, just upload them to TinyPic or another image hosting site.
Last edited by RAPHAEL on Sat Dec 24, 2011 00:00, edited 1 time in total.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
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My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
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I'm not able to test atm but I'm guessing this is an issue with the way that the cube visual stuff is rendered, as the textures themselves do contain an alpha channel and work if you assign them to a sprite or node with glasslike visual style.
I and No-Half-Measures had a similar problem ages ago trying to get stained glass to work, the problem was with the material setting which didn't allow transparent materials iirc we had to change the setting to something else to get it to work.
So basically what I'm saying is maybe the material setting for cube visual style doesn't allow transparent materials.
I can't confirm this though as I don't have access to the C++ source on this system.
EDIT: Might be worth asking on the minetest-delta IRC channel to see if anyone can confirm this.
I and No-Half-Measures had a similar problem ages ago trying to get stained glass to work, the problem was with the material setting which didn't allow transparent materials iirc we had to change the setting to something else to get it to work.
So basically what I'm saying is maybe the material setting for cube visual style doesn't allow transparent materials.
I can't confirm this though as I don't have access to the C++ source on this system.
EDIT: Might be worth asking on the minetest-delta IRC channel to see if anyone can confirm this.
Last edited by dannydark on Sat Dec 24, 2011 01:22, edited 1 time in total.
when i try to download the transparecy patch, it says that there was a problem with the dowoad. please help
my website (still in testing) www.gameri.webs.com
This error message isn't related to your problem it just tells there's a file called thumbs.db within one of your texture folders. As this ain't a texture it can't be loaded as texture.
I assume you didn't build minetest yourself after adding the patches ... did you?
I assume you didn't build minetest yourself after adding the patches ... did you?
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
problem is the door needs to store data about it's orientation that can't be done with nodes. It isn't handled during server reboots by now either, but that could be added without need to change c++ code. This isn't trivial and i didn't want to do it for a mod not usefull by now ;-).
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
- MirceaKitsune
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The doors do work now as a door should work, at least if you do use my minetest branch.
Relevant patches for doors mod are:
-entity collision handling
-entity disorted_cube drawmode
Relevant patches for doors mod are:
-entity collision handling
-entity disorted_cube drawmode
Last edited by sapier on Tue Feb 14, 2012 20:45, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
This is great! Are there any plans to merge the changes in your branch into upstream?
WorldEdit 1.0 released
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
I don't see any problems why the features shouldn't be added but there are so much features about to add to core I can't really predict when it's time.
I need to do some changes too if it's added e.g. two entities for one door isn't needed at all, mesecon support ...
btw there's a bad bug that still is a problem for this doors. the ...
I need to do some changes too if it's added e.g. two entities for one door isn't needed at all, mesecon support ...
btw there's a bad bug that still is a problem for this doors. the ...
Last edited by sapier on Wed Feb 15, 2012 20:53, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
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Erm, truncated post?sapier wrote:I don't see any problems why the features shouldn't be added but there are so much features about to add to core I can't really predict when it's time.
I need to do some changes too if it's added e.g. two entities for one door isn't needed at all, mesecon support ...
btw there's a bad bug that still is a problem for this doors. the
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