[Mod] minetest_game enhancements [1.0] [enhancements]

wilkgr76
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[Mod] minetest_game enhancements [1.0] [enhancements]

by wilkgr76 » Sat Oct 24, 2015 10:12

I am proud to present [roll of drums] minetest_game enhancements.

WHAT IT DOES:


This mod enhances the default game in a couple of ways.
  • Obsidian glass is now also connected (if enabled in settings). This was put as a pull request to the game, but never found it's way in.
  • The wield_scales for swords are larger. Normally, without this tweaking, they look like daggers!
  • It makes the ore's lumps larger as well as that of clay.
  • Renames 'iron bars' to 'steel bars' as they are crafted with steel ingots.
  • Modifies stone sword texture (there's a bit missing at the top).

0.9 Update: Code cleaning, everything now has it's own file.
1.0 Update: Shovels are no longer in the way when digging.

TODO:


  • Change wield_scales for dye
  • Change wield_scales for ingots. (done!)
  • Rename iron bars to steel bars (done!)

+ Images


Bug:
Using this mod with a texture pack will result in the default stone sword texture being used.

DOWNLOAD:


ZIP: https://github.com/wilkgr76/enhancement ... master.zip
GitHub: https://github.com/wilkgr76/enhancements/tree/master

Video Mod Showcase by Nathan Salapat


https://www.youtube.com/watch?v=HF28UsdspoU
Please note: Some things in this video aren't entirely correct.


What do you think?
Last edited by wilkgr76 on Tue Nov 03, 2015 03:00, edited 18 times in total.
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rubenwardy
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Re: [Mod] minetest_game enhancements [0.5] [enhancements]

by rubenwardy » Sat Oct 24, 2015 11:17

the = part of the list specifies the type, eg: numbered or bullet point

do [ h ] TODO [ / h ] or [ b ] TODO [ / b ] before the list.
 

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Re: [Mod] minetest_game enhancements [0.5] [enhancements]

by wilkgr76 » Sun Oct 25, 2015 00:34

rubenwardy wrote:the = part of the list specifies the type, eg: numbered or bullet point

do [ h ] TODO [ / h ] or [ b ] TODO [ / b ] before the list.

Thanks.
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Re: [Mod] minetest_game enhancements [0.7] [enhancements]

by qwertymine3 » Sun Oct 25, 2015 01:07

Since most of the changes (so far) are visual, some images would be nice
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Re: [Mod] minetest_game enhancements [0.7] [enhancements]

by wilkgr76 » Sun Oct 25, 2015 01:08

qwertymine3 wrote:Since most of the changes (so far) are visual, some images would be nice

Coming right up!
EDIT: Added.
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Re: [Mod] minetest_game enhancements [0.7] [enhancements]

by Sokomine » Sun Oct 25, 2015 02:53

wilkgr76 wrote:Obsidian glass is now also connected (if enabled in settings). This was put as a pull request to the game, but never found it's way in.

Looks very nice in the screenshot! Perhaps it wasn't added to the normal game due to becoming invisible (unlike normal glass) when dovering a large area. It definitely looks nice. Perhaps there could be some silouettes of birds of prey on some so that birds (and careless people) don't run against the glass.

wilkgr76 wrote: The wield_scales for swords are larger. Normally, without this tweaking, they look like daggers!

Hm, they look nice that way, but may obscure screenshots even more. Guess it depends on the type of game: If swords and fighting play a large role, the larger models are certainly more impressive. If it's more about building and just fending off the occasinal disrespective mob, then smaller ones are more useful :-)
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Re: [Mod] minetest_game enhancements [0.7] [enhancements]

by wilkgr76 » Sun Oct 25, 2015 03:02

Sokomine wrote:
wilkgr76 wrote:Obsidian glass is now also connected (if enabled in settings). This was put as a pull request to the game, but never found it's way in.

Looks very nice in the screenshot! Perhaps it wasn't added to the normal game due to becoming invisible (unlike normal glass) when dovering a large area. It definitely looks nice. Perhaps there could be some silouettes of birds of prey on some so that birds (and careless people) don't run against the glass.


Thanks! I might add a seperate glass that does that. I just like to use it to have 'invisible' floors.

EDIT: I probably won't, one of the goals was that nothing new was defined, only changing minetest_game stuff.

Sokomine wrote:Hm, they look nice that way, but may obscure screenshots even more.
F1 mode!

Sokomine wrote: Guess it depends on the type of game: If swords and fighting play a large role, the larger models are certainly more impressive. If it's more about building and just fending off the occasinal disrespective mob, then smaller ones are more useful :-)

I usually don't build with a sword! (Sometimes with a pick, if I use the explorer pickaxe, but I don't usually.)
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Re: [Mod] minetest_game enhancements [0.9] [enhancements]

by Nathan.S » Wed Oct 28, 2015 15:25

Your mod currently doesn't work, you need to remove the commas from after the lines in the init.lua. Created an issue on Github
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Re: [Mod] minetest_game enhancements [0.9] [enhancements]

by wilkgr76 » Wed Oct 28, 2015 23:48

Nathan.S wrote:Your mod currently doesn't work, you need to remove the commas from after the lines in the init.lua. Created an issue on Github


Pull request merged, fixed.
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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by Napiophelios » Sat Nov 28, 2015 06:33

[*] Obsidian glass is now also connected (if enabled in settings). This was put as a pull request to the game, but never found it's way in.

Cant you just fix obsidian glass so its dark instead of invisible?
You would have to have a texture thats slightly transparent, so you wouldn't be able to use "connected glass" setting
without some weird effects when viewing from different angles (see picture below)
but even without the connected glass feature it would give obsidian glass a legit reason for being in the game

Here is obsidian glass from my little W.I.P. Sub_game
Image
obsidianglass1.png
(94.54 KiB) Not downloaded yet


Also, have you tried adding:
wield__image = "enhancements_sword.png"
to your tool registration to see if it solves your texturepack problem?
 

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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by wilkgr76 » Sat Nov 28, 2015 07:05

Napiophelios wrote:[*] Obsidian glass is now also connected (if enabled in settings). This was put as a pull request to the game, but never found it's way in.

Cant you just fix obsidian glass so its dark instead of invisible?
You would have to have a texture thats slightly transparent, so you wouldn't be able to use "connected glass" setting
without some weird effects when viewing from different angles (see picture below)
but even without the connected glass feature it would give obsidian glass a legit reason for being in the game

Here is obsidian glass from my little W.I.P. Sub_game
Image
obsidianglass1.png


Also, have you tried adding:
wield__image = "enhancements_sword.png"
to your tool registration to see if it solves your texturepack problem?

No. I haven't tried setting the wield_image. It would still not fix the texture pack issue though, as it still wouldn't the texture pack's texture. (I don't think I've used the "texture" that much in a sentence before!). I might do that though. As for the obsidian glass, I could use colourise. (Why is that spelt wrong in lua? They have no 'u' and no 's'). Thanks for your ideas!
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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by Napiophelios » Sun Nov 29, 2015 01:58

Okay I tested this mod out and I dont the have texture problem with the stone sword
With and without using texture packs its no difference...its works fine as intended.
You redefine the node to use your texture which has a unique name;
I think other mods might give you problems if they utilize default images..like an enchant table or something


As for the obsidian glass,
I just added "use_texture_alpha = true,"
to the node registration
and then made a texture with its some transparency

Code: Select all
minetest.register_node(":default:obsidian_glass", {
   description = "Obsidian Glass",
   drawtype = "glasslike",
   inventory_image= "enhancements_obsidian_glass.png",
   tiles = {"enhancements_obsidian_glass.png"},
   use_texture_alpha = true,
   paramtype = "light",
   is_ground_content = false,
   sunlight_propagates = true,
   sounds = default.node_sound_glass_defaults(),
   groups = {cracky=3,oddly_breakable_by_hand=3},
})


The texture in the screenshot I posted earlier is too transparent in my opinion
I switched to a much darker one and it looks pretty decent.

Image
20151128.png
(66.32 KiB) Not downloaded yet
 

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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by wilkgr76 » Sun Nov 29, 2015 22:17

I prefer the first one: I can actually look through it! On the screenshot of the second one, I am unable to look through.
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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by Napiophelios » Tue Dec 01, 2015 16:23

wilkgr76, I was wrong about the obsidian glass, if you register like I suggested its fine until you enable "fly";
doing so creates the xray effect in the glass allowing you to see into the ground.
so that kinda sucks.

I added some stuff to my version and changed some stuff in yours;
check it out and see if you can use any of it.
Its basically just stuff I have altered in my copy of Minetest game.
Nothing is added so much as changed:
--replace torches with nodebox 3d torches (by Calinou)
--replace ladders with nodebox 3d ladders
--add inventory images (default game mods only)
--reduce the length of screwdriver's tooltip
Last edited by Napiophelios on Fri Sep 08, 2017 00:47, edited 1 time in total.
 

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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by wilkgr76 » Tue Dec 01, 2015 22:34

Napiophelios wrote:wilkgr76, I was wrong about the obsidian glass, if you register like I suggested its fine until you enable "fly";
doing so creates the xray effect in the glass allowing you to see into the ground.
so that kinda sucks.

I added some stuff to my version and changed some stuff in yours;
check it out and see if you can use any of it.
Its basically just stuff I have altered in my copy of Minetest game.
Nothing is added so much as changed:
--replace torches with nodebox 3d torches (by Calinou)
--replace ladders with nodebox 3d ladders
--add inventory images (default game mods only)
--reduce the length of screwdriver's tooltip

Wow! I'll get to merging everything right away! The inventory images are helpful too because 3d_armour only displays 2D textures and not the auto-generated ones (if you specify no inventory/wield texture).

As for the screwdriver, I was thinking of moving that into a seperate texture pack, as it specifies a texture which is unknown to texture packs, resulting in the mod's texture being used rather than that of the texture pack. What do you think here?

As for the 3D torches, I really prefer BlockMen's, but that's a matter of preference - I'll add this in, but leave it commented out in the running, so that people who want it simply uncomment it.

Once again, thanks Napiophelios!
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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by Napiophelios » Tue Dec 01, 2015 22:52

There is no texture added for screwdriver, only a reduced tooltip (description)
are you talking about the stone_sword? Thats entirely up to you.

I just like Calinou's textures for the torches, as its a good example of changing the game
without really adding anything.

But thats the best part about your mod, it is set up so players can pick and choose what they want enabled;
I think the default 3d inventory cubes look awesome,
but for alot of people like me, the images are mismatched.

You might want to test this stuff out before adding it in to your official mod though.
I havent had any performance drops or weirdness while testing it,
but I have only tested with vanilla minetest and no other mods installed.

So I cant say what weilded items will do; but I dont think it will help in that regard.
It will probably still use the 2d images for weild items.
 

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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by wilkgr76 » Tue Dec 01, 2015 23:12

I'm also thinking of adding server-helpful commands. (I have the code, I'm not sure whether to add it yet though). The first one gives antigravity to a player (useful for high-up places or making a player not want to come to the server instead of banning them). Another one sets speed to -1. This gives really bizarre results! You go flying along at incredible speeds until you bump into something. This might make a player also quit the server rather than being banned.

EDIT: See Admin Toys mod
Last edited by wilkgr76 on Mon Apr 11, 2016 03:27, edited 1 time in total.
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Re: [Mod] minetest_game enhancements [1.0] [enhancements]

by Napiophelios » Tue Dec 01, 2015 23:36

Dude everytime there is an update to the minetest game I go through this little ritual
of manually changing everything..it never occurred to me to put the changes in a mod like this.

I have a nice little list of commands I like to use too,
would be nice to have them all in one addon :)
 


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