My Fork and what I'm Doing. [Minetest-C55]

For people working on the C++ code.
No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

My Fork and what I'm Doing. [Minetest-C55]

by No-Half-Measures » Post

My Minetest-c55 Work

What I'm Doing
Project Progress Branch Links
+ More minerals & Precious Stones. [Coming soon]
+ Coloured Glass & Dyes. [In Progress] [Minetest C55]
+ Basic Alchemy. [Coming soon]

ABOUT

- More Minerals & PStones
This is quiet Straight Forward and I will probably Start Work on them Once Lava is done. How ever the need to be given a use otherwise they are Pointless so i am open to suggestions, though Armour I will try and avoid as I believe given the current Damage system it may be abit complicated without re-writing the damage system. I may be wrong though as I am yet to look into it.

- Gathering & Placing Water
Buckets, I sure you know what they are used for. Yes Gathering water and then spilling it everywhere!
I though about Making it so you in-theory Pick up water blocks but then had another idea!

6 Cacti + Bucket = Bucket of Water.
Example:
Image

This way we minimize Greifing with water.

- Coloured Glass
Before I start on this I want to make a better way to Handel Textures which involes;

[Progress]
+ Organised Textures
+ Red, Green & Blue Glass Texture(s) Done.
+ Added Red Flower(s) to World Gen. <Can be found in Jungle Regions.>
+ Blue Glass Block(s) Added
+ Blue Glass Craft-able..

Textures Done
By: dannydark
Flowers: (Blue | Red | Yellow | Orange | Purple | Black | White)
Image | Image | Image | Image | Image | Image | Image
Beakers: (Empty | Water)
Image | Image
Beakers with dye: (Red | Blue | Orange | Cyan | Green | Black | White | Yellow | Pink | Purple | Violet)
Image | Image | Image | Image | Image | Image | Image | Image | Image | Image | Image
Powder colours: (Red | Blue | Orange | Cyan | Green | Black | White | Yellow | Pink | Purple | Violet)
Image | Image | Image | Image | Image | Image | Image | Image | Image | Image | Image

Textures Needed

+ Violet Beakers(s) of Dye [16x16]
+ Yellow, Red, Yellow, Blue, Green, Purple, Black, Orange, White Dust [16x16]
Last edited by No-Half-Measures on Tue Sep 06, 2011 10:54, edited 1 time in total.

User avatar
Calinou
Moderator
Posts: 3169
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou
Location: Troyes, France
Contact:

by Calinou » Post

Looks nice :)
Stained glass would need halfly transparent textures, hard to do.

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

Calinou wrote:Looks nice :)
Stained glass would need halfly transparent textures, hard to do.

Thanks =]
Actually its not at all that hard to do, the only Part that Is hard is How to Make them with materials since currently there isn't much that seems logical to use to do so. But I have a Few idea's on that Part.

Karlas
Member
Posts: 150
Joined: Fri Jul 08, 2011 20:08

by Karlas » Post

Yeah,about your fork....:
Scanning dependencies of target jthread
Scanning dependencies of target sqlite3
[ 0%] Building CXX object src/jthread/CMakeFiles/jthread.dir/pthread/jmutex.cpp.o
[ 1%] Building C object src/sqlite/CMakeFiles/sqlite3.dir/sqlite3.c.o
[ 2%] Building CXX object src/jthread/CMakeFiles/jthread.dir/pthread/jthread.cpp.o
Linking CXX static library libjthread.a
[ 2%] Built target jthread
Scanning dependencies of target translations
[ 2%] mo-update [it]: Creating locale directory.
[ 2%] mo-update [de]: Creating locale directory.
[ 2%] mo-update [fr]: Creating locale directory.
[ 2%] mo-update [it]: Creating mo file.
[ 2%] mo-update [de]: Creating mo file.
[ 2%] mo-update [fr]: Creating mo file.
[ 2%] mo update
[ 9%] Built target translations
Linking C static library libsqlite3.a
[ 9%] Built target sqlite3
Scanning dependencies of target minetest-delta
Scanning dependencies of target minetest-deltaserver
[ 10%] Building CXX object src/CMakeFiles/minetest-deltaserver.dir/content_sao.cpp.o
[ 11%] Building CXX object src/CMakeFiles/minetest-delta.dir/content_sao.cpp.o
[ 12%] Building CXX object src/CMakeFiles/minetest-deltaserver.dir/mapgen.cpp.o
[ 13%] Building CXX object src/CMakeFiles/minetest-delta.dir/mapgen.cpp.o
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
At global scope:
cc1plus: warning: unrecognized command line option "-Wno-unused-but-set-variable"
make[2]: *** [src/CMakeFiles/minetest-deltaserver.dir/mapgen.cpp.o] Error 1
make[1]: *** [src/CMakeFiles/minetest-deltaserver.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
[ 14%] Building CXX object src/CMakeFiles/minetest-delta.dir/content_inventory.cpp.o
At global scope:
cc1plus: warning: unrecognized command line option "-Wno-unused-but-set-variable"
make[2]: *** [src/CMakeFiles/minetest-delta.dir/mapgen.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [src/CMakeFiles/minetest-delta.dir/all] Error 2
make: *** [all] Error 2
k@K50IJ:~/Desktop/No-Half-Measures-minetest-delta-bf19c8d$

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

Karlas wrote:Yeah,about your fork....:

Code: Select all

Scanning dependencies of target jthread
Scanning dependencies of target sqlite3
[  0%] Building CXX object src/jthread/CMakeFiles/jthread.dir/pthread/jmutex.cpp.o
[  1%] Building C object src/sqlite/CMakeFiles/sqlite3.dir/sqlite3.c.o
[  2%] Building CXX object src/jthread/CMakeFiles/jthread.dir/pthread/jthread.cpp.o
Linking CXX static library libjthread.a
[  2%] Built target jthread
Scanning dependencies of target translations
[  2%] mo-update [it]: Creating locale directory.
[  2%] mo-update [de]: Creating locale directory.
[  2%] mo-update [fr]: Creating locale directory.
[  2%] mo-update [it]: Creating mo file.
[  2%] mo-update [de]: Creating mo file.
[  2%] mo-update [fr]: Creating mo file.
[  2%] mo update
[  9%] Built target translations
Linking C static library libsqlite3.a
[  9%] Built target sqlite3
Scanning dependencies of target minetest-delta
Scanning dependencies of target minetest-deltaserver
[ 10%] Building CXX object src/CMakeFiles/minetest-deltaserver.dir/content_sao.cpp.o
[ 11%] Building CXX object src/CMakeFiles/minetest-delta.dir/content_sao.cpp.o
[ 12%] Building CXX object src/CMakeFiles/minetest-deltaserver.dir/mapgen.cpp.o
[ 13%] Building CXX object src/CMakeFiles/minetest-delta.dir/mapgen.cpp.o
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
At global scope:
cc1plus: warning: unrecognized command line option "-Wno-unused-but-set-variable"
make[2]: *** [src/CMakeFiles/minetest-deltaserver.dir/mapgen.cpp.o] Error 1
make[1]: *** [src/CMakeFiles/minetest-deltaserver.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
[ 14%] Building CXX object src/CMakeFiles/minetest-delta.dir/content_inventory.cpp.o
At global scope:
cc1plus: warning: unrecognized command line option "-Wno-unused-but-set-variable"
make[2]: *** [src/CMakeFiles/minetest-delta.dir/mapgen.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [src/CMakeFiles/minetest-delta.dir/all] Error 2
make: *** [all] Error 2
k@K50IJ:~/Desktop/No-Half-Measures-minetest-delta-bf19c8d$
Please Use the 'code' Tags in future ¬.¬

Hmm didn't notice the Last Merge Broke it.
Working on it now.
Last edited by No-Half-Measures on Sun Aug 14, 2011 17:40, edited 1 time in total.

Karlas
Member
Posts: 150
Joined: Fri Jul 08, 2011 20:08

by Karlas » Post

K sorry for that!But atleast you know that there is a bug :P

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

Karlas wrote:K sorry for that!But atleast you know that there is a bug :P
Yeah ^^ I didn't realise the mapnode header had been changed so lava needed a few changes to it, also It did merge badly as there was a header file not being include in some of the GUI files using the weget thing.

I've fixed all the Problems and updated the Code on GitHub.

Use:
https://github.com/No-Half-Measures/min ... e/dev_lava

As i made a mess up with the lower case 'master' so its now 'Master'
Last edited by No-Half-Measures on Sun Aug 14, 2011 19:10, edited 1 time in total.

Karlas
Member
Posts: 150
Joined: Fri Jul 08, 2011 20:08

by Karlas » Post

Thanks,really wanted to try it :D

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

Karlas wrote:Thanks,really wanted to try it :D
Just remember its still in development and that;
It Does Generate into the World but not how I would like it to.
It doesn't Flow After its generated if it can flow.
Flows too fast.

Karlas
Member
Posts: 150
Joined: Fri Jul 08, 2011 20:08

by Karlas » Post

I`m only testing :)

Karlas
Member
Posts: 150
Joined: Fri Jul 08, 2011 20:08

by Karlas » Post

Oh btw.Where do you use chain ingame?

User avatar
neko259
Member
Posts: 805
Joined: Sun Jun 19, 2011 06:51

by neko259 » Post

I think your water picking method is not realistic. I like minecraft's one more. Maybe, for anti-griefing purposes you can add a config in minetest.conf for picking water blocks.
The cacti idea is good anyway. But I'd like to see both water blocks farming and cacti farming.
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj

User avatar
dannydark
Member
Posts: 428
Joined: Fri Aug 12, 2011 21:28
Location: Manchester, UK

by dannydark » Post

With regards to your organised folders I like that idea, but maybe all the texture related folders should be added to a top level texture folder? that way once audio is added that too can be put into the data folder without getting mixed up with all the textures etc.

Example:
/data/textures
/data/textures/gui
/data/textures/glass
/data/textures/minerals
/data/textures/items
/data/textures/mobs
/data/audio
/data/audio/ambient
...etc

What do you think? :)

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

neko259 wrote:I think your water picking method is not realistic. I like minecraft's one more. Maybe, for anti-griefing purposes you can add a config in minetest.conf for picking water blocks.
The cacti idea is good anyway. But I'd like to see both water blocks farming and cacti farming.
The Cacti idea was because as far as I am aware Player pointers Don't pick up WATER thus making it hard to pick up water when the Pointer doesn't Detect it. Though I may be wrong if so then id be sure to try and make water how ever im still learn this engines ins and outs.
neko259 wrote:I think your water picking method is not realistic.
Personally I think Players need to Snap out the Realism thing, That's players in general on any platform on any game, Realism takes the fun out of things.


dannydark wrote:With regards to your organised folders I like that idea, but maybe all the texture related folders should be added to a top level texture folder? that way once audio is added that too can be put into the data folder without getting mixed up with all the textures etc.

Example:
/data/textures
/data/textures/gui
/data/textures/glass
/data/textures/minerals
/data/textures/items
/data/textures/mobs
/data/audio
/data/audio/ambient
...etc

What do you think? :)

Great =D. My example was mealy a quick think example ^^


Karlas wrote:Oh btw.Where do you use chain ingame?

That's a block in-progress ^^ I'll try and fully implement that tonight.



Also I'm going to be adding Into C55 as Patch Sets. Read about Patch Sets Below.
http://celeron.55.lt/~celeron55/minetes ... =patchsets
Last edited by No-Half-Measures on Sun Aug 14, 2011 19:49, edited 1 time in total.

User avatar
dannydark
Member
Posts: 428
Joined: Fri Aug 12, 2011 21:28
Location: Manchester, UK

by dannydark » Post

You know I was actually thinking of the coloured glass last night and had an idea, Firstly I think there should be more ores! :D but I don't think these ores should be related to colouring glass etc as we could end up having ton's of ores with no real value.

I think it would be a better idea to have to make dyes from flowers (like in minecraft) because no one would question why there are so many different coloured flowers and certain flowers could be limited to only grow in jungle areas, others in deep caves and some high up on mountains.

Now in order to dye the glass what if we where to add an extra space to the furnace so that you can smelt two items at once, that way you would make coloured glass by adding sand to one slot and a coloured dye to the other slot. :)

hope this all makes sense....I was on nights last night n have only just woke up so still a bit slow...haha

Example: :)
[img=Stained Glass Furnace Example]http://img710.imageshack.us/img710/7888/stainedglassfurnace.png[/img]
Last edited by dannydark on Mon Aug 15, 2011 16:02, edited 1 time in total.

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

@dannydark Great Idea, Not 100% on the Extra slot in the furnace could see some problems with that but none the less its probably best than making a new block.

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

It appears Celeron is now starting on adding Lava in too @;

https://github.com/celeron55/minetest/tree/lava

I'm not sure how implemented it is but check it out. I will not bother with lava now so onwards with Coloured Glass!
Last edited by No-Half-Measures on Tue Aug 16, 2011 12:22, edited 1 time in total.

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

Since the Coloured Glass style has too be the same how should it be done? 1, 2, 3 or 4?

Image
Last edited by No-Half-Measures on Tue Aug 16, 2011 12:29, edited 1 time in total.

User avatar
Calinou
Moderator
Posts: 3169
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou
Location: Troyes, France
Contact:

by Calinou » Post

2 is the best IMO.

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

Calinou wrote:2 is the best IMO.
Just Updated the Image with 2 other ways too so you may change your mind ;]

User avatar
kddekadenz
Member
Posts: 323
Joined: Mon Jun 27, 2011 17:21
GitHub: tinyworlds
Location: Germany
Contact:

by kddekadenz » Post

You robbed my idea :D

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

Found out the hard way that Currently this Doesn't support Opacity on layers =/
Last edited by No-Half-Measures on Tue Aug 16, 2011 14:39, edited 1 time in total.

User avatar
dannydark
Member
Posts: 428
Joined: Fri Aug 12, 2011 21:28
Location: Manchester, UK

by dannydark » Post

I like the 2nd one best me thinks, also how are you trying to do it? I got it transparency working when I started doing a stained glass update (which I then found out you had started so I ditched it haha).

I basically just duplicated the glass material setup a few times for the different colours and changed the material name (to match the colours) and changed the material type to "EMT_TRANSPARENT_ADD_COLOR".

Change this:

Code: Select all

// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_glass = g_texturesource->getTexture(
        g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
To this:

Code: Select all

// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
AtlasPointer pa_glass = g_texturesource->getTexture(
        g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
Hope this helps :)
Last edited by dannydark on Tue Aug 16, 2011 19:03, edited 1 time in total.

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

@dannydark Hehe thanks!
Btw you more than welcome to link me what you already did and i can merge it in hopfully speeding up the process as this isnt just adding coloured glass in its Re-arranging the Textures and adding Dyes in too and the stuff to gen into world to make the dyes.

No-Half-Measures
Member
Posts: 149
Joined: Tue Jul 26, 2011 00:42
Contact:

by No-Half-Measures » Post

A little update regarding coloured glass.

I've been busy with private projects of mine and the little time i have i have put into playing about with Textures to get the best Results for Coloured Glass, Shamefully Alpha Channelling has failed and would have had the best result so Im now back to ADD_COLOR which isn't great but it will do for the time being. Using that comes out with the following Results;

Day/Night:
Image

Now for the Other colours and how to make them.
Last edited by No-Half-Measures on Sun Aug 21, 2011 16:05, edited 1 time in total.

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests