ak399g wrote:Is there any way to get this to work with Unified Inventory instead of Inventory++?
ak399g wrote:as I had recalled. Thanks Vazon and stu!
followup Q: I put on some armor and it did show up on the player model. when I went to change it, it disappeared and wouldn't show, no matter what armor I put on. If it's of any concern, I did create my own armor (essentially registering a new set of textures - same levels as diamond armor)
edit: it's strange because depending on the order or spacing I put a helmet, chestplate, and boots in, it may or may not display. not sure what's happening.
edit: scratch that. it's strange because it randomly happens, no matter the configuration. if I switch to another wielditem, there's a chance the armor will stop displaying. fiddle a bit and it may come back. totally random.
Also running player_textures, but this happens to a player who doesn't have a personal texture either. Not sure if it's because I'm running 3 instances of minetest on one machine.
edit: under further examination, it's definitely something strange going on with wieldview. Either I can see the armor but not the item a player is holding, or I can see the item but not the armor. Exclusivity problem.
stu wrote:This sounds like a mod or version conflict somewhere, are you using this with something other than minetest_game,
if so then it may not have a compatible version of player.lua
Custom textures should be fine as long as you followed the naming convention, besides they would either work or not, they would not just work sometimes.
When you say that some armor does not show up, are you talking about the preview, the second person veiw (another client) or the third person view (F7) and does it affect all three?
Can you test this with all other mods disabled (except for player_textures and your chosen inventory mod)
Also please let me know your exact minetest engine version, ie the git head it was built from so I can try to reproduce this myself, thanks.
ak399g wrote:Regular nodes do not show up in the wieldview still, but the armor no longer glitches out and tools do show up.
ak399g wrote:Next on my agenda is to create two pairs of boots.
Assuming I set the default player physics to "sneak_glitch = false", the first pair should override that and set it to true when equipped.
The second pair should set the player's default speed multiplier to 2 when equipped.
No clue how to do this. I'd ask in the mod questions thread but since it's specific to 3d_armor I figured I should ask here.
Megaf wrote:Hi, I added gold armor and shields, they are equivalent to bronze ones, added more for their look as players were requesting them.
https://github.com/stujones11/minetest-3d_armor/pull/9
stu wrote:Megaf wrote:Hi, I added gold armor and shields, they are equivalent to bronze ones, added more for their look as players were requesting them.
https://github.com/stujones11/minetest-3d_armor/pull/9
Looked fine so I just merged it, though I don't really get why anyone would use gold as an armor material, it would be very impractical in RL. I do listen to those actually using this on their servers, if that is what people want then, why not.
Thank you.
15:56:13: ACTION[main]: [MOD]inventory_plus -- loaded from /home/mircea/.minetest/mods/inventory_plus/inventory_plus
15:56:13: ERROR[main]: ========== ERROR FROM LUA ===========
15:56:13: ERROR[main]: Failed to load and run script from
15:56:13: ERROR[main]: /home/mircea/.minetest/mods/3d_armor/3d_armor/init.lua:
15:56:13: ERROR[main]: ...me/mircea/.minetest/mods/3d_armor/3d_armor/armor.lua:252: attempt to call field 'player_register_model' (a nil value)
15:56:13: ERROR[main]: stack traceback:
15:56:13: ERROR[main]: ...me/mircea/.minetest/mods/3d_armor/3d_armor/armor.lua:252: in main chunk
15:56:13: ERROR[main]: [C]: in function 'dofile'
15:56:13: ERROR[main]: ...ome/mircea/.minetest/mods/3d_armor/3d_armor/init.lua:2: in main chunk
15:56:13: ERROR[main]: ======= END OF ERROR FROM LUA ========
15:56:13: ERROR[main]: Server: Failed to load and run /home/mircea/.minetest/mods/3d_armor/3d_armor/init.lua
15:56:13: ERROR[main]: ModError: ModError: Failed to load and run /home/mircea/.minetest/mods/3d_armor/3d_armor/init.lua
MirceaKitsune wrote:But it's broken and doesn't work with latest Minetest GIT master:
MirceaKitsune wrote:Nice idea, totally for this! But it's broken and doesn't work with latest Minetest GIT master:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
15:56:13: ACTION[main]: [MOD]inventory_plus -- loaded from /home/mircea/.minetest/mods/inventory_plus/inventory_plus
15:56:13: ERROR[main]: ========== ERROR FROM LUA ===========
15:56:13: ERROR[main]: Failed to load and run script from
15:56:13: ERROR[main]: /home/mircea/.minetest/mods/3d_armor/3d_armor/init.lua:
15:56:13: ERROR[main]: ...me/mircea/.minetest/mods/3d_armor/3d_armor/armor.lua:252: attempt to call field 'player_register_model' (a nil value)
15:56:13: ERROR[main]: stack traceback:
15:56:13: ERROR[main]: ...me/mircea/.minetest/mods/3d_armor/3d_armor/armor.lua:252: in main chunk
15:56:13: ERROR[main]: [C]: in function 'dofile'
15:56:13: ERROR[main]: ...ome/mircea/.minetest/mods/3d_armor/3d_armor/init.lua:2: in main chunk
15:56:13: ERROR[main]: ======= END OF ERROR FROM LUA ========
15:56:13: ERROR[main]: Server: Failed to load and run /home/mircea/.minetest/mods/3d_armor/3d_armor/init.lua
15:56:13: ERROR[main]: ModError: ModError: Failed to load and run /home/mircea/.minetest/mods/3d_armor/3d_armor/init.lua
MirceaKitsune wrote:1 - It only works for a few items, apparently just tools (sword, pickaxe, etc). IMO visible wielded items are too incomplete and of little use if they don't automatically work for all and every item.
MirceaKitsune wrote:2 - They update too slowly. When pressing F7 to go into third person view, you can see that it takes about a second until the wielded item changes. I understand that constantly checking the selected item might be a little costly for the server, and I'm not sure if the API can call a Lua function efficiently when the hotbar selection changes. Still, I believe the update should be done at least every 0.1 seconds.
MirceaKitsune wrote:3 - While it's easier to add a square surface to the hand of the player mesh and texture it with the material being held, this limits the appearance of wielded items to a 2D image. I also disagree with stacking so many squares in order to create depth... here is a screenshot of what I mean. My suggestion is removing those surfaces completely, and using a Lua entity attached to the right hand bone (spawned when the player joins the server and removed when the player disconnects). This entity assumes the exact drawtype and texture of the item held, which allows any visual type (2D, torchlike, nodebox, block, etc) to be shown.
MirceaKitsune wrote:Other than this, I only have a few little suggestions: Firstly, don't allow items which aren't armor into the armor slots, nor any inventory stacks (just single items). Players can seemingly use this to gain extra inventory space, which IMO isn't a good thing. You also can't wear golden boots and diamond boots at the same time for example, so only one item of each type should probably be allowed. I'm not sure what the current Lua API can do about this, so if it's not possible I understand.
MirceaKitsune wrote:Second, there seem to be 6 armor slots, but 4 types of armor + a shield, making this 5 categories of armor items. What if the player could wear two shields simultaneously, one on the left hand and one on the right? Since shields are worn on the arm and not held in hand, it also makes sense that the player can keep using their arms while wearing shields.
stu wrote:They currently work for all items that have an inventory image, see: https://forum.minetest.net/viewtopic.php?f=11&t=4654&start=275#p144286
Item handling:
minetest.inventorycube(img1, img2, img3)
^ Returns a string for making an image of a cube (useful as an item image)
stu wrote:This is also configurable by adding an armor.conf (see armor.conf.example) 0.1 seconds may be fine in singleplayer but I don't think it will work well on a busy server.
Correction: that is for armor update, the wield item update is still configured in minetest.conf > wieldview_update_time
stu wrote:See my answer here: https://forum.minetest.net/viewtopic.php?f=11&t=4654&start=250#p142691
stu wrote:I guess I could make it more strict re. adding non armor items to the armor slots but you can do that already with the craft grid (at least you could last time I tried)
stu wrote:This was mostly a tradeoff to include support for unified inventory, I couldn't fit the old slot formation into the available space (without a lot of extra work). I considered having 6 slots would allow for the possible inclusion of capes.
stu wrote:PS: I don't have much spare time to work on this at the moment but If you think you can improve this mod then you are quite welcome to make a pull request, thank you again for your comments.
addi wrote:hi stu,
just a question, can u move the armor.conf into the world dir? so armor can configured in each world separate.
also its a bit anoying that armor drop is enabled by default. i deleted the bones mod, because its anoying. Now i keep my items, but ill lose my armor :-(
can this setting just can depend on if the bones mod installed or not?
thanks
Achilles wrote:This is a good mod however I disagree with the protection levels each armor adds to your own, It is slightly over the top and makes PvP a wearisome combat rather than a demonstration of skill...
stu wrote:Achilles wrote:This is a good mod however I disagree with the protection levels each armor adds to your own, It is slightly over the top and makes PvP a wearisome combat rather than a demonstration of skill...
The current version allows you to disable this feature, simply set ARMOR_HEAL_MULTIPLIER = 0 in armor.conf. If you have not done so already then you should create this file in your 3d_armor mod or world directory. See armor.conf.example for more details.
stu wrote:Achilles wrote:This is a good mod however I disagree with the protection levels each armor adds to your own, It is slightly over the top and makes PvP a wearisome combat rather than a demonstration of skill...
The current version allows you to disable this feature, simply set ARMOR_HEAL_MULTIPLIER = 0 in armor.conf. If you have not done so already then you should create this file in your 3d_armor mod or world directory. See armor.conf.example for more details.
Achilles wrote:That is not my complaint with this mod, My complaint is that when hit by a diamond sword the best armor only allows the one to have half a lives damage inflicted on him, this means that even without the armors healing processes it will take at least 20 strikes with a diamond sword to kill someone, which is extremely unreasonable...
stu wrote:Achilles wrote:That is not my complaint with this mod, My complaint is that when hit by a diamond sword the best armor only allows the one to have half a lives damage inflicted on him, this means that even without the armors healing processes it will take at least 20 strikes with a diamond sword to kill someone, which is extremely unreasonable...
Then you should use ARMOR_LEVEL_MULTIPLIER to weaken armor in general or override the armor definitions with your own custom versions.
Achilles wrote:I intend to ask the owner of the server I play on, Clip Public Server, to do that.
Thanks for the help :)
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