[mod][hud]nodeinfo[v0.6.2b]

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

[mod][hud]nodeinfo[v0.6.2b]

by LouisCyfer » Mon Jul 03, 2017 23:32

License: MIT (bg.png = CC BY-SA-4.0)

Description:
This mod adds a simple HUD at the bottom right corner for node infos and a clock.

It is meant to be a helpful little tool inspired by [advanced_gui] (WIP yet) and [NodeExplorer] (also WIP yet) which I'm not trying to replace but to improve playing minetest at all.

Note: it is designed to look best on HD-resolution, untested with other scales (might have to work on that later)

v0.4.x:
Image

v0.3.1:
Image
Image

Dependencies: default
supported mods:basic_machines, mobs/mobs/redo

DOWNLOAD

current/active repo:
GitLab repo Download latest

depreciated/old repo:
Github repo Download latest

Report bugs or request help on the forum topic or in the github issue section.

For further information or help see:
http://wiki.minetest.com/wiki/Installing_Mods

changelog:
v0.6.2b
- currently have to block all nodes from aliveai hope this helps for now because it is not really testable for me

v0.6.2a
- attempt to fix "attempt to concatenate a nil value" on line 588

v0.6.2
- added flowerpot support
- added teleporters support
- added ethereal support
- added moretrees support
- added rudimentary ironage support

v0.6.1
- drawers now properly implented with [drawer-info]
- limited minetest.globalstep to 0.1

v0.6
- added official support for basic_machines, pipeworks, drawers & mobs (codewise, mobs is NOT finnished yet)
- experimental implention of minetest.inventorycube

v0.5
- added mobs/mobs_redo support, but generally any kind of entity should be recognised now
- code cleanup including removing some other bugs
- Debug currently prints nothing much because things are running stable so far

v0.4.2
- added entity-support (dropped items, saplings etc.)
- more performance-tweaks (!!!)

v0.4.1
- performance improvements

v0.4
- added a debug HUD which is on by setting the "useDebug" to true
- added a reasonable way to resize images (hopefully)
- added a reciepes-count
- added a text splitting function for descriptions
- currently descriptions from items including " - " or ": " strings in their names

example items that have descriptions (from basic_machines mod):
"Grinder: To operate it insert fuel, then insert item to grind or use keypad to activate it."
"Keypad - basic way to activate machines by sending signal"

v0.3.1
- fixed a nil-crash

v0.3
- HUD readjustments (clock is now bottom right)
- added basic_machines support (descriptions)
- minor bugfixes

v0.2
- minor clock adjustments

v0.1
- initial release
Attachments
nodeinfo_screen3.png
nodeinfo_screen3 - v0.4.x
(76.14 KiB) Not downloaded yet
nodeinfo_screen2.png
nodeinfo_screen2 - v0.3.1
(52.17 KiB) Not downloaded yet
nodeinfo_screen1.png
nodeinfo_screen1 - v0.3.1
(36.68 KiB) Not downloaded yet
Last edited by LouisCyfer on Fri Jul 06, 2018 18:06, edited 20 times in total.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7460
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.2]

by LouisCyfer » Tue Jul 04, 2017 12:11

thats great to hear! .. my intention is not having a competition, but diversity.

I'm adding some new functions to display from "minetest.registered_items" inventory images aswell and I'm planning to display "x possible crafts" in that info window .. lets see how that goes :)

maybe we can learn from each other hehe
 

User avatar
azekill_DIABLO
Member
 
Posts: 7460
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.3]

by LouisCyfer » Tue Jul 04, 2017 16:59

small update!!

v0.3
- HUD readjustments (clock is now bottom right)
- added basic_machines support (descriptions)
- minor bugfixes

EDIT:

v0.3.1
- fixed a nil-crash
 

User avatar
azekill_DIABLO
Member
 
Posts: 7460
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.3]

by LouisCyfer » Wed Jul 05, 2017 12:47

azekill_DIABLO wrote:wow! you do everything in hud?! epic!


I cannot resize images yet, unless I figure how to create a temp image to fill the HUD with that image of 16x16.
upcoming release shall include also an entity identifyer (dropped items, modbs etc including stats)
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.4]

by LouisCyfer » Wed Jul 05, 2017 16:45

Yet another update!

v0.4
- added a debug HUD which is on by setting the "useDebug" to true
- added a reasonable way to resize images (hopefully)
- added a reciepes-count
- added a text splitting function for descriptions
- currently descriptions from items including " - " or ": " strings in their names

example items that have descriptions (from basic_machines mod):
"Grinder: To operate it insert fuel, then insert item to grind or use keypad to activate it."
"Keypad - basic way to activate machines by sending signal"
 

User avatar
azekill_DIABLO
Member
 
Posts: 7460
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.4]

by LouisCyfer » Wed Jul 05, 2017 20:43

azekill_DIABLO wrote:do kill yourself at work!

nah, I'm just bored and that is something creative :D

EDIT:
update!

v0.4.1
- performance improvements

EDIT2:
YAY! I figured how to implent dropped items(entities) .. mobs might follow!

v0.4.2
- added entity-support (dropped items, saplings etc.)
- more performance-tweaks (!!!)
 

User avatar
azekill_DIABLO
Member
 
Posts: 7460
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [mod][hud]nodeinfo[v0.4.2]

by azekill_DIABLO » Thu Jul 06, 2017 09:19

That a real good mod! tell me when it's enough stable, i'd like to merge it in Voxellar!
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.4.2]

by LouisCyfer » Thu Jul 06, 2017 15:06

azekill_DIABLO wrote:That a real good mod! tell me when it's enough stable, i'd like to merge it in Voxellar!

I haven't tested with many players .. only with 2 but that's something you can test aswell .. it should be stable now. if not then there's something I might need to work on :)
 

User avatar
azekill_DIABLO
Member
 
Posts: 7460
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.5]

by LouisCyfer » Sat Jul 08, 2017 06:50

I finally found out how to get some stats off mobs to display them aswell if focussed :)
nodeinfo shows these stats now: HP, tamed status, follow/tame conditions

Any feedback is appreciated, welcome and encouraged, thanks!

v0.5
- added mobs/mobs_redo support, but generally any kind of entity should be recognised now
- code cleanup including removing some other bugs
- Debug currently prints nothing much because things are running stable so far
 

User avatar
azekill_DIABLO
Member
 
Posts: 7460
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.6]

by LouisCyfer » Tue Aug 01, 2017 12:10

UPDATE!!

v0.6
- added official support for basic_machines, pipeworks, drawers & mobs (codewise, mobs is NOT finnished yet)
- experimental implention of minetest.inventorycube

EDIT:
v0.6.1
- drawers now properly implented with [drawer-info]
- limited minetest.globalstep to 0.1

feedback is always welcome!
 

John_Constructor
Member
 
Posts: 76
Joined: Thu Jun 01, 2017 20:06
Location: On Minetest 24/7
GitHub: John-Constructor
In-game: Nooberton

Re: [mod][hud]nodeinfo[v0.6.1]

by John_Constructor » Mon Sep 04, 2017 00:57

This is quite an interesting concept I must be honest!
Constructing mechs and wingless aircraft since 2016.
 

User avatar
Wuzzy
Member
 
Posts: 3243
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [mod][hud]nodeinfo[v0.6.1]

by Wuzzy » Mon Sep 04, 2017 21:21

What is the relation of this mod to the Help modpack (viewtopic.php?f=9&t=15912&p=240152)?
Where do the help texts for the nodes come from?
How would I, a modder, add help texts?
Why should I, a modder, support this mod when there is already a stable API for adding help texts to items (a.k.a. Help modpack)?
My creations. I gladly take any bitcoins you have lying around: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.6.1]

by LouisCyfer » Mon Jun 11, 2018 20:39

Wuzzy wrote:What is the relation of this mod to the Help modpack (viewtopic.php?f=9&t=15912&p=240152)?

well I quite enjoy seeing other mods that give helpful stuff to users back, this mod is just for quick info purposes for everyone.

Wuzzy wrote:Where do the help texts for the nodes come from?
How would I, a modder, add help texts?

basicially it does read out already stored informations coming from the base game and other mods that add nodes (plz check out the source code for that)

Wuzzy wrote:Why should I, a modder, support this mod when there is already a stable API for adding help texts to items (a.k.a. Help modpack)?

That is up to you to support or not, I see no reason to have a competition, my mod is licensed MIT and I do not wish to have users have to decide.

As stated already, I like diversity and saw the "need" of a quick info display.
Thanks for your feedback (sorry for beeing late tho)
 

Vindelle_Pounze
Member
 
Posts: 10
Joined: Thu Jan 05, 2017 22:06

Re: [mod][hud]nodeinfo[v0.6.1]

by Vindelle_Pounze » Sat Jun 30, 2018 22:44

Just for letting you know, my game crashed with both this mod and ironage (viewtopic.php?f=9&t=20198) installed.
This is the error I got when using the melting pot of ironage to produce steel:
+ Spoiler

I'm on 0.4.17.1 if it is relevant.
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.6.1]

by LouisCyfer » Sat Jun 30, 2018 23:04

Vindelle_Pounze wrote:Just for letting you know, my game crashed with both this mod and ironage (viewtopic.php?f=9&t=20198) installed.
This is the error I got when using the melting pot of ironage to produce steel:
+ Spoiler

I'm on 0.4.17.1 if it is relevant.


This mod is basicly trying to grab any information of the focussed item, sometimes mods are written different in filling meta info's, so there is a mod support in need for this or that.

I'll look into it asap, ty for your report, possibly another mod (asumingly ironage) what causing the info to fail, sorry for inconvience.

EDIT:
I get this error when NOT using nodeinfo:
+ Spoiler


Then MT crashes, so it might just showing the last action the "server"/game does while it runs. basicly I assume MT crashes because ironage has this error inside while nodeinfo is running and trying to grab information about the focussed node it shows the error you posted.

Does this error of you occour without nodeinfo too? Also, have you tried creating a test game with unified_inventory and ironage aswell and just build a burner and try melting anything without nodeinfo?

For me it looks like nodeinfo was just the last function executed by minetest while it ran and shows this error. I'd love to fix things that are actually broken. I see missing textures on unused "ironage:" items so I'll fix that first before figuring what went wrong because I cannot reproduce it with unified_inventory, ironage and nodeinfo.

MT version used:
Minetest 0.4.17.1 (Linux)
Using Irrlicht 1.8.3

EDIT 2:
found a logic fix for the issue for ironage: #1

note: this mod has moved to gitlab.com

v0.6.2
- added flowerpot support
- added teleporters support
- added ethereal support
- added moretrees support
- added rudimentary ironage support
 

Vindelle_Pounze
Member
 
Posts: 10
Joined: Thu Jan 05, 2017 22:06

Re: [mod][hud]nodeinfo[v0.6.2]

by Vindelle_Pounze » Sun Jul 01, 2018 15:07

LouisCyfer wrote:I get this error when NOT using nodeinfo:


Then MT crashes, so it might just showing the last action the "server"/game does while it runs. basicly I assume MT crashes because ironage has this error inside while nodeinfo is running and trying to grab information about the focussed node it shows the error you posted.

Does this error of you occour without nodeinfo too? Also, have you tried creating a test game with unified_inventory and ironage aswell and just build a burner and try melting anything without nodeinfo?

The error you mentioned I got as well, but after reporting another "nil instead of int" error in the ironage thread, I applied the fix @joe7575 mentioned (see respective thread) to that file. So I believe there is something wrong in nodeinfo, too.
After pulling your updates I started a test world with just nodeinfo installed and now I get this error
+ Spoiler

just some seconds after joining the game.
Same with or without unified_inventory and/or ironage installed as tested 15 minutes ago in another test world.

EDIT: Just because and for showing some appreciation, I'm very happy to see W.A.I.L.A. ;) for minetest :)
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.6.2]

by LouisCyfer » Mon Jul 02, 2018 01:03

so it seems i forgot some vanilla game nodes to implent, maybe some new blocks i did not see coming yet.

it would help if you enable debug in my init.lua right in the top and a green info menu on the right top area occours.
I might just need the respective node names to adress them in nodeinfo which cant be processed. I assume one of them missing a table element which nodeinfo is trying to grab while globalstep (e.g. while it runs).

I look into it when it is reproduceable.

BTW what is W.A.I.L.A.?
 

User avatar
Stix
Member
 
Posts: 1297
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: nil
In-game: Stix [+alts]

Re: [mod][hud]nodeinfo[v0.6.2]

by Stix » Mon Jul 02, 2018 02:29

LouisCyfer wrote:so it seems i forgot some vanilla game nodes to implent, maybe some new blocks i did not see coming yet.

it would help if you enable debug in my init.lua right in the top and a green info menu on the right top area occours.
I might just need the respective node names to adress them in nodeinfo which cant be processed. I assume one of them missing a table element which nodeinfo is trying to grab while globalstep (e.g. while it runs).

I look into it when it is reproduceable.

BTW what is W.A.I.L.A.?

W.A.I.L.A. = What.Am.I.Looking.At.
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

LouisCyfer
Member
 
Posts: 46
Joined: Sun Jun 25, 2017 02:24
GitHub: LouisCyfer

Re: [mod][hud]nodeinfo[v0.6.2]

by LouisCyfer » Mon Jul 02, 2018 06:10

Stix wrote:W.A.I.L.A. = What.Am.I.Looking.At.

awesome, ty :)

hopefully this update fixes this one:
+ error message

v0.6.2a
- attempt to fix "attempt to concatenate a nil value" on line 588
 

Next

Return to WIP Mods



Who is online

Users browsing this forum: puzzlecube and 4 guests