[Mod] Alternative Trunks [0.1.6] [altertrunks]

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by Mossmanikin » Sun Jun 02, 2013 17:13

First post updated: v0.1.4 - support for Swamps

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by Inocudom » Sun Jun 02, 2013 17:19

You are doing quite well with this mod. It is a shame that leaves cause the drastic drop in framerate that they do. It just goes to show that Minetest's engine still has room for improvement.
 

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by Mossmanikin » Sun Jun 02, 2013 17:27

Inocudom wrote:You are doing quite well with this mod.


Thank you! :)

Inocudom wrote:It is a shame that leaves cause the drastic drop in framerate that they do. It just goes to show that Minetest's engine still has room for improvement.


I agree. Maybe I'll try a different shape for the leaves.
But first I want to support riesenpilz and maybe farming_plus somehow (maybe round pumpkins?)... Don't know it yet.

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by Mossmanikin » Tue Jun 04, 2013 00:38

First post updated: v0.1.5 - support for Giant Mushroom/ Mushrooms

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by Evergreen » Tue Jun 04, 2013 00:52

You have done a great job with the mod topic, and this is probably the most organize and best explained mods out there! I can see you will have many more great mods in your future. :D
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by Mossmanikin » Tue Jun 04, 2013 01:30

Evergreen wrote:You have done a great job with the mod topic, and this is probably the most organize and best explained mods out there! I can see you will have many more great mods in your future. :D


Thank you! :)

Well... we'll see what the future brings... ;)

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by Evergreen » Tue Jun 04, 2013 01:31

Mossmanikin wrote:
Evergreen wrote:You have done a great job with the mod topic, and this is probably the most organize and best explained mods out there! I can see you will have many more great mods in your future. :D


Thank you! :)

Well... we'll see what the future brings... ;)

Well, I think my future holds a trash can mod, so let's see what happens. ;)
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by Mossmanikin » Tue Jun 04, 2013 01:46

Evergreen wrote:
Mossmanikin wrote:
Evergreen wrote:You have done a great job with the mod topic, and this is probably the most organize and best explained mods out there! I can see you will have many more great mods in your future. :D


Thank you! :)

Well... we'll see what the future brings... ;)

Well, I think my future holds a trash can mod, so let's see what happens. ;)


:D

By the way: I like the idea of a trash can. Always wanted to have one when I played MC.

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by VanessaE » Tue Jun 04, 2013 01:54

Question: what kind of performance impact have you found, if any, from these rounded trunks? I ask because 3dforniture's round trunks used to badly lag the server at map generation time.

Also, screenshots of what they look like applied to Moretrees? :-)
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by Mossmanikin » Tue Jun 04, 2013 02:04

VanessaE wrote:Question: what kind of performance impact have you found, if any, from these rounded trunks? I ask because 3dforniture's round trunks used to badly lag the server at map generation time.

Also, screenshots of what they look like applied to Moretrees? :-)


There definitely is some performance impact. Can't remember the exact count of fps and how long it took until the map was playable.

I'll have a look at it and post the results. Also will try and find a nice place to take screenshots and post them. :)

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by Mossmanikin » Tue Jun 04, 2013 04:30

Done some testing on a few maps with moretrees installed.
On some I had altertrunks_moretrees installed too.
I compared lag and fps on generation and while playing.

Without round trunks I had no lag at generation and started with 60 fps.
With round trunks it lagged for about 5 seconds and fps changed from 1 to 40, shortly after to 60.

In all cases fps dropped again after walking around for less than a minute.
When playing with altertrunks_moretrees installed I had about 5 fps less than when playing without it.
I couldn't notice any difference in the time it took to generate a new area while exploring.

EDIT: on the newest build of 0.4.6dev it's a bit less laggy.

While testing I made some screenshots. Just a few here:

Image

Image

Image

Image

On some the textures look weird, on others fine.
Probably I'll add some edited textures to the next version.
Last edited by Mossmanikin on Tue Jun 04, 2013 18:54, edited 1 time in total.

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by Mossmanikin » Sat Jun 08, 2013 17:01

First post updated: v0.1.6 - Edited textures of sides to look less broken

0.1.5 All nodes:
Image

0.1.6 All nodes:
Image

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by webdesigner97 » Sat Jun 08, 2013 17:38

Ok, I need to be honest (pls don't feel humilated, I really respect your work, it looks hard to do):

Minetest is (in my opinion) a game about cubes. Yes, there are also slabs and stairs and microblocks, but they are ok because you can see that they are built with some cuboids. But if people abuse nodeboxes to create shapes which don't really fit to the "cuboid based theme" of Minetest, it ruins (still only my opinion) the feeling and athmosphere in Minetest...
 

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by Mossmanikin » Sat Jun 08, 2013 18:44

webdesigner97 wrote:Ok, I need to be honest (pls don't feel humilated, I really respect your work, it looks hard to do):

Minetest is (in my opinion) a game about cubes. Yes, there are also slabs and stairs and microblocks, but they are ok because you can see that they are built with some cuboids. But if people abuse nodeboxes to create shapes which don't really fit to the "cuboid based theme" of Minetest, it ruins (still only my opinion) the feeling and athmosphere in Minetest...


Thanks for your feedback.
Your honesty is appreciated.

I know a lot of people think like you and I do understand your point.
I'm not going to argue against it because I'd say it's simply a matter of taste.

Actually I feel the same sometimes and like to play (earlier) Minetest versions without any mods.
When I started to make this mod I kind of thought of it as a "3d" texture pack and I use it myself in the same way as I use a texture pack : sometimes I use a texture pack which adds detail, sometimes I use none to keep it retro.

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by webdesigner97 » Sat Jun 08, 2013 19:22

Mossmanikin wrote:
webdesigner97 wrote:Ok, I need to be honest (pls don't feel humilated, I really respect your work, it looks hard to do):

Minetest is (in my opinion) a game about cubes. Yes, there are also slabs and stairs and microblocks, but they are ok because you can see that they are built with some cuboids. But if people abuse nodeboxes to create shapes which don't really fit to the "cuboid based theme" of Minetest, it ruins (still only my opinion) the feeling and athmosphere in Minetest...


Thanks for your feedback.
Your honesty is appreciated.

I know a lot of people think like you and I do understand your point.
I'm not going to argue against it because I'd say it's simply a matter of taste.

Actually I feel the same sometimes and like to play (earlier) Minetest versions without any mods.
When I started to make this mod I kind of thought of it as a "3d" texture pack and I use it myself in the same way as I use a texture pack : sometimes I use a texture pack which adds detail, sometimes I use none to keep it retro.

Your last point (i marked it bold) is very interesting because it's a point of view I never thought about yet. If I see yout mod as something like this, then I think "Yes, well done".
Oh, and thx that you don't feel offended :) I was that I was too harsh :D
 

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by Sokomine » Sat Jun 08, 2013 20:18

When building, the round trees from technic sometimes look strange in houses. I'm afraid that would happen here as well. Plus the decrease in framerate. Perhaps the mod would be great as additional nodes that could be used sparsely for decorative purpose? There are situations where round trees would be great. As for crafting, one normal tree-node could turn into a round one and vice versa. that way, normal maptrees do not need to be round, but round trees would be available for building.
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by VanessaE » Sat Jun 08, 2013 20:48

Best place to add new, rounded nodes (as opposed to replacing the existing ones) would be via the CNC milling machine in Technic. Then one gets the cylinders, plus other shapes as well.
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by Mossmanikin » Sat Jun 08, 2013 23:11

webdesigner97 wrote:Your last point (i marked it bold) is very interesting because it's a point of view I never thought about yet. If I see yout mod as something like this, then I think "Yes, well done".
Oh, and thx that you don't feel offended :) I was that I was too harsh :D


Thank you and you're welcome. :)

Sokomine wrote:When building, the round trees from technic sometimes look strange in houses. I'm afraid that would happen here as well.


Yes, it happens with this mod as well. Especially a floor made out of these round nodes looks very strange.

Sokomine wrote:Perhaps the mod would be great as additional nodes that could be used sparsely for decorative purpose? There are situations where round trees would be great. As for crafting, one normal tree-node could turn into a round one and vice versa. that way, normal maptrees do not need to be round, but round trees would be available for building.


With this mod I don't want to add new nodes...

VanessaE wrote:Best place to add new, rounded nodes (as opposed to replacing the existing ones) would be via the CNC milling machine in Technic. Then one gets the cylinders, plus other shapes as well.


...but like it as idea for another mod or part of another mod.

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Re: [Mod] Alternative Trunks [0.1.6] [altertrunks]

by Hybrid Dog » Sun Dec 07, 2014 17:56

May you update your mod and add a setting to use meshnodes for the trees?
 

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Re: [Mod] Alternative Trunks [0.1.6] [altertrunks]

by Krock » Sun Dec 07, 2014 18:15

Hybrid Dog wrote:May you update your mod and add a setting to use meshnodes for the trees?

Yes, that would be a great addition!
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Re: [Mod] Alternative Trunks [0.1.6] [altertrunks]

by philipbenr » Sun Dec 07, 2014 21:31

I think Mossimanikin is no longer here. I have not seen any activity from him in a long time. Anyhow, if he is, then, my bad.
 

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Re: [Mod] Alternative Trunks [0.1.6] [altertrunks]

by 12Me21 » Thu Feb 26, 2015 16:01

you should make the leaves larger, so the edges go past the edges of the node. That way they won't look like they are separate from each other.
 

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Re: [Mod] Alternative Trunks [0.1.6] [altertrunks]

by Hybrid Dog » Thu Feb 26, 2015 19:08

maybe anyone would like to change this mod to use meshnodes
 

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