[Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]

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JPRuehmann
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by JPRuehmann » Mon Apr 14, 2014 14:14

Hello
Yes, This is the Best HUD.
Think should be Part of the Internal mods.
Me for my Part, no game without Better HUD.
Thanks,
JPR
 

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by PilzAdam » Mon Apr 14, 2014 14:20

JPRuehmann wrote:Think should be Part of the Internal mods.

No. It has hunger, and the hunger heals too fast. The health and hunger bar is messed up in a 1080p resolution.
 

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BlockMen
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by BlockMen » Mon Apr 14, 2014 14:51

PilzAdam wrote:
JPRuehmann wrote:Think should be Part of the Internal mods.

No. It has hunger, and the hunger heals too fast. The health and hunger bar is messed up in a 1080p resolution.


Ehm...what? What do you mean by "messed up"?
Image

Furthermore that it has hunger is not a reason to not include, more important is that minetest_game is no longer developed.


--

TenPlus1 wrote:Thanks for the new update BlockMen, death by hunger is a good feature and will be using it on Xanadu server...

For anyone wishing to add support for Ethereal mod foods, copy/paste the following lines to the end of hunger.lua
-code-


Will be added within next version
Last edited by BlockMen on Mon Apr 14, 2014 14:59, edited 1 time in total.
 

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by PilzAdam » Mon Apr 14, 2014 15:04

BlockMen wrote:
PilzAdam wrote:
JPRuehmann wrote:Think should be Part of the Internal mods.

No. It has hunger, and the hunger heals too fast. The health and hunger bar is messed up in a 1080p resolution.


Ehm...what? What do you mean by "messed up"?
http://i.imgur.com/m0JoKKU.jpg

It doesnt scale with the inventory bar, so the icons are too small and the distance between the inv bar and the icons gets bigger.
 

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by BlockMen » Mon Apr 14, 2014 15:12

PilzAdam wrote:
BlockMen wrote:
PilzAdam wrote:No. It has hunger, and the hunger heals too fast. The health and hunger bar is messed up in a 1080p resolution.


Ehm...what? What do you mean by "messed up"?
http://i.imgur.com/m0JoKKU.jpg

It doesnt scale with the inventory bar, so the icons are too small and the distance between the inv bar and the icons gets bigger.


The default health bar doesnt scale aswell?!
Image

the only difference is the space between the inv bar and the icons that is caused by (IMO) wrong engine behavior (and should be fixed)
Last edited by BlockMen on Mon Apr 14, 2014 15:15, edited 1 time in total.
 

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JPRuehmann
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by JPRuehmann » Mon Apr 14, 2014 20:46

Hi
I´m using a 30" LCD with 2560x1600 and can´t se any problems.
 

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by alcipri » Mon Apr 14, 2014 21:44

The "problem" is when you increase the resolution in the game, increase the space between the inv bar and the icons too.
In my opinion it isn't a real problem, it doesn't disturb me.

Of course, better if it will be fixed. But, with the last update of the mod, it can be perfectly added to the game.
 

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Re: [Mod] Better HUD (and hunger) [1.3] [hud]

by Glünggi » Wed May 07, 2014 02:20

You have forgotten the Slice from the bushes_classic Pie's
My suggestion:
overwrite("bushes:"..berry.."_pie_raw", 3)
overwrite("bushes:"..berry.."_pie_cooked", 8)
overwrite("bushes:"..berry.."_pie_slice", 2)
overwrite("bushes:basket_"..berry, 20)
There are 6 Slice per Pie -> 6x2 = 12.. but the Pie give only 8. So the Player is motivated to eat the Slice. The same at the basket.
The Basket and also the Pie is more a storage for the Slice.
Just a Suggestion ;)

EDIT:
Sorry my misstake.. i thought the basket werend reopenable -.-
But they give no Sense to make Slices... with this System..hmm.
The Problem is the reciep is it there... and when u make slice.. the pie is useless.
So i suggest Slice 1 Point, Pie 6 Point and Basket 18 for best solution.. without toutch the bushescode..or write a little Basketopenercode ;)
 

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Re: [Mod] Better HUD (and hunger) [1.3] [hud]

by KreeithGames » Sun May 11, 2014 15:49

Great mod! Hope you at more soon.
 

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Re: [Mod] Better HUD (and hunger) [1.3] [hud]

by gsmanners » Mon May 12, 2014 02:33

Needs a slight fix in depends.txt:

farming_plus?
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by BlockMen » Tue May 13, 2014 17:10

Update! Version 1.3.1 released

Changelog:
- Added compatibility for lastest dev-version of MT (as of 2014-05-13)
(bars are scaled correct now, no more gap between hotbar and health/hunger bar)
- Fixed typo in depends.txt
- Lower maintimer tick value
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by Jordach » Tue May 13, 2014 19:45

BlockMen wrote:Update! Version 1.3.1 released

Changelog:
- Added compatibility for lastest dev-version of MT (as of 2014-05-13)
(bars are scaled correct now, no more gap between hotbar and health/hunger bar)
- Fixed typo in depends.txt
- Lower maintimer tick value

YAY! <3

At least I can enjoy fullscreen again!

Image

( ͡° ͜ʖ ͡°) ( ͡o ͜ʖ ͡o) [$ ( ͡° ͜ʖ ͡°) $] ( ͡$ ͜ʖ ͡$) ヽ༼ຈل͜ຈ༽ノ



My image and media server is back online and is functioning as normal.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by TenPlus1 » Thu May 15, 2014 20:21

Blockman, I've edited your mod slightly to fix a bug with certain foods not working with hunger, so a delay of 2 seconds to allow other mods to load before including hunger.lua file so they work properly...

Also, I've added a sound when you eat food, a free license chomp.ogg sound which is small and works well within the game... and lastly I've included the food items from the Ethereal mod...
Attachments
hud_131b-master.zip
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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by BlockMen » Fri May 16, 2014 13:33

TenPlus1 wrote:Blockman, I've edited your mod slightly to fix a bug with certain foods not working with hunger, so a delay of 2 seconds to allow other mods to load before including hunger.lua file so they work properly...

Also, I've added a sound when you eat food, a free license chomp.ogg sound which is small and works well within the game... and lastly I've included the food items from the Ethereal mod...


Could you give an example what mods did load before hunger overriding? (where they added to depends.txt?)

And yes, i always had in mind to add an eating sound (https://github.com/BlockMen/hud/blob/ma ... er.lua#L31) but i don't like the sound you have chosen. I gonna add one next version.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by rubenwardy » Fri May 16, 2014 14:14

TenPlus1 wrote:Blockman, I've edited your mod slightly to fix a bug with certain foods not working with hunger, so a delay of 2 seconds to allow other mods to load before including hunger.lua file so they work properly...

Also, I've added a sound when you eat food, a free license chomp.ogg sound which is small and works well within the game... and lastly I've included the food items from the Ethereal mod...



I oppose this change. Food, Sweets food, and Diet all rely on loading after the hunger.lua module. Also, you should not override node definitions after the game has loaded - which minetest.after does.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by TenPlus1 » Fri May 16, 2014 15:28

BlockMen wrote:Could you give an example what mods did load before hunger overriding? (where they added to depends.txt?)

And yes, i always had in mind to add an eating sound (https://github.com/BlockMen/hud/blob/ma ... er.lua#L31) but i don't like the sound you have chosen. I gonna add one next version.


For some reason the certain mods like kpgmobs, mobs, ethereal, farming didn't seem to load before the hunger.lua file and eating certain food items would not work at all, it would add to your hearts and not hunger so I placed a delay on loading the hunger.lua file and it worked fine after that...
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by TenPlus1 » Fri May 16, 2014 19:53

rubenwardy wrote:I oppose this change. Food, Sweets food, and Diet all rely on loading after the hunger.lua module. Also, you should not override node definitions after the game has loaded - which minetest.after does.


Maybe loading your mods 2.2 seconds afterwards ?
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by rubenwardy » Fri May 16, 2014 21:09

TenPlus1 wrote:
rubenwardy wrote:I oppose this change. Food, Sweets food, and Diet all rely on loading after the hunger.lua module. Also, you should not override node definitions after the game has loaded - which minetest.after does.


Maybe loading your mods 2.2 seconds afterwards ?


You can't create nodes 2.2 seconds afterwards. T=0 when the game starts.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by gsmanners » Sat May 17, 2014 04:40

TenPlus1 wrote:For some reason the certain mods like kpgmobs, mobs, ethereal, farming didn't seem to load before the hunger.lua file and eating certain food items would not work at all, it would add to your hearts and not hunger so I placed a delay on loading the hunger.lua file and it worked fine after that...


Maybe add those to the depends.txt? It's not like there's a limit on the number of depends you can have.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by BlockMen » Sat May 17, 2014 13:30

TenPlus1 wrote:For some reason the certain mods like kpgmobs, mobs, ethereal, farming didn't seem to load before the hunger.lua file and eating certain food items would not work at all, it would add to your hearts and not hunger so I placed a delay on loading the hunger.lua file and it worked fine after that...


Works the override for the apple? If so i think some other mod changes the items after hud does. If that would be the problem there are only two options: expect the other mods to override the items not completly (especially on_use) or re-add the delay. Im unsure about this right now...
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by rubenwardy » Sat May 17, 2014 13:39

BlockMen wrote:
TenPlus1 wrote:For some reason the certain mods like kpgmobs, mobs, ethereal, farming didn't seem to load before the hunger.lua file and eating certain food items would not work at all, it would add to your hearts and not hunger so I placed a delay on loading the hunger.lua file and it worked fine after that...


Works the override for the apple? If so i think some other mod changes the items after hud does. If that would be the problem there are only two options: expect the other mods to override the items not completly (especially on_use) or re-add the delay. Im unsure about this right now...


Soft depend on all the mods your mod overrides, and don't add a timer / delay.

Diet and my food mods all soft depend on hud.

I think some other mod changes the items after hud does.


Diet does.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by BlockMen » Sat May 17, 2014 13:52

rubenwardy wrote:Soft depend on all the mods your mod overrides, and don't add a timer / delay.

Diet and my food mods all soft depend on hud.

I think some other mod changes the items after hud does.


Diet does.


Thats what is done right now, but it solves not the problem i described (when other mods override the item again after hud loaded).

And my mod only overrides the on_use of items/nodes, so a delay would be ugly but an useable option. But how i already said "Im unsure about this right now..."

EDIT: oh..just saw the diet thing right now. Thats indeed a problem then...
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by rubenwardy » Sat May 17, 2014 14:43

BlockMen wrote:Thats what is done right now, but it solves not the problem i described (when other mods override the item again after hud loaded).


Do you mean overriding the on_use? Examples of mods that do this?

BlockMen wrote:oh..just saw the diet thing right now. Thats indeed a problem then...


Why is Diet a problem? It works with your mod. Unless you want to add more to the on_use function. like sounds. If you want to do that, supply a hunger.eat(itemstack, player) function to your mod so I can call it.

Diet needs to load after your mod, and it needs to override your mod.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by dgm5555 » Tue May 20, 2014 21:11

Would it be possible/difficult to add support for the HUD in debug mode, so it shows the identity of the node being pointed to.
Also a way of clearing or blocking the chat/error information?
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by gsmanners » Wed May 21, 2014 20:32

+1 for pointed_thing_hud <-- this could be a good mod in itself

The thing I dislike about this mod is how much the hunger points deteriorate. A good example of this is casserole, a mere combination of foods that you expect to combine the benefits of its individual components. If you take and eat each of its part separately, it would give 13 points. However, casserole all by itself only gives you 3 points. I find that a little hard to swallow.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by BlockMen » Wed May 21, 2014 23:08

dgm5555 wrote:Would it be possible/difficult to add support for the HUD in debug mode, so it shows the identity of the node being pointed to.
Also a way of clearing or blocking the chat/error information?


There is currently no good way (or at all) to show node information without any action (left or rightclick).
And you can hide the chat with F2.

gsmanners wrote:+1 for pointed_thing_hud <-- this could be a good mod in itself

The thing I dislike about this mod is how much the hunger points deteriorate. A good example of this is casserole, a mere combination of foods that you expect to combine the benefits of its individual components. If you take and eat each of its part separately, it would give 13 points. However, casserole all by itself only gives you 3 points. I find that a little hard to swallow.


Its right, 3 is too low, but just sum all components values is also wrong. Feel free to suggest better values (and make a pull for it) ;)
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by TenPlus1 » Thu May 22, 2014 08:03

You can change this by editing the hunger.lua file... The food items from Ethereal mod takes this into account and gives extra hunger points for cooked items like soup and hearty stew...
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by dgm5555 » Fri May 23, 2014 23:32

BlockMen wrote:
dgm5555 wrote:Would it be possible/difficult to add support for the HUD in debug mode, so it shows the identity of the node being pointed to.

There is currently no good way (or at all) to show node information without any action (left or rightclick).
And you can hide the chat with F2.

Oh well guess I'm stuck with worldedit //inspect. and thanks for the F2 tip.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by gsmanners » Fri Jun 06, 2014 19:26

BlockMen wrote:Its right, 3 is too low, but just sum all components values is also wrong. Feel free to suggest better values (and make a pull for it) ;)


I've had some time to think about this, and it really is a tricky question that depends a lot on the food components and what you do with them. Really, the food value should be part of the food mod, not the HUD mod. Here's a good example:

An uncooked potato should really give you very little satisfaction. Hard and not very tasty. This is what people expect. A cooked potato should give you much more satisfaction. I think these numbers are fairly realistic:

Uncooked potato: 1 food unit. Cooked potato: 5 food units.

Carrots, on the other hand, might actually lose value after cooking. You might reasonably say that a raw carrot should give you 2 food units and a cooked one gives you 1.

The issue of whether to use a poll for all this is whole other issue that ought to be decided elsewhere, as well. It really depends on the goals of your mod.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by BlockMen » Sat Jun 07, 2014 10:46

gsmanners wrote:
BlockMen wrote:Its right, 3 is too low, but just sum all components values is also wrong. Feel free to suggest better values (and make a pull for it) ;)


I've had some time to think about this, and it really is a tricky question that depends a lot on the food components and what you do with them. Really, the food value should be part of the food mod, not the HUD mod. Here's a good example:

An uncooked potato should really give you very little satisfaction. Hard and not very tasty. This is what people expect. A cooked potato should give you much more satisfaction. I think these numbers are fairly realistic:

Uncooked potato: 1 food unit. Cooked potato: 5 food units.

Carrots, on the other hand, might actually lose value after cooking. You might reasonably say that a raw carrot should give you 2 food units and a cooked one gives you 1.

The issue of whether to use a poll for all this is whole other issue that ought to be decided elsewhere, as well. It really depends on the goals of your mod.


Best would be if food items would have a group like "saturation" and that could be used by hunger mods. But since most dont have this is the best/only way to do it.

I agree with the patato, but why should a cooked carrot give less saturation. I doubt that is realistic and it wouldnt make no sense for gameplay aswell.

The goals are kinda clear i thought: Improve the HUD (make it fancy), and add a hunger function (that can be disabled btw) to improve survival aspect of the game.
 

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