[Mod] Elevator [0.2] [fancy_elevator]

fz72
New member
 
Posts: 4
Joined: Thu Feb 19, 2015 21:57
GitHub: fz72
IRC: fz72
In-game: fz72

[Mod] Elevator [0.2] [fancy_elevator]

by fz72 » Sun Feb 22, 2015 17:37

Adds Elevators to minetest.

Version: 0.2
Licence: LGPL 2.1

Dependencies: default mod (found in minetest_game)

Report bugs or request help on the forum topic.

This is an early version of this mod, it isn't perfect and there are maybe some ugly bugs.

Crafting:

Elevator:

group:wood group:wood
default:steel_ingot default:steel_ingot
group:wood group:wood

Elevator Door:

default:steel_ingot default:steel_ingot
group:wood default:steel_ingot
default:steel_ingot default:steel_ingot

Elevator Shaft:

default:stone group:wood
group:wood default:stone

The Crafting will maybe change in the future.

Installation



Unzip the archive, rename the folder to to elevator and
place it in minetest/mods/

Github: https://github.com/fz72/elevator
Download: https://github.com/fz72/elevator/archive/master.zip

screenshot_2991019284.png
screenshot_2991019284.png (236.8 KiB) Viewed 1571 times

screenshot_2991223497.png
screenshot_2991223497.png (193.97 KiB) Viewed 1571 times
Last edited by fz72 on Sun Mar 15, 2015 17:11, edited 1 time in total.
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

Re: [Mod] Elevator [0.1] [elevator]

by Topywo » Sun Feb 22, 2015 21:54

You might want to change the name of your mod (a bit), since there exists a mod with the name elevator)

viewtopic.php?id=4587#p66234
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

Re: [Mod] Elevator [0.1] [elevator]

by Evergreen » Mon Feb 23, 2015 02:41

Could you post a fwe screenshot sof this as well? It sounds interesting.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

fz72
New member
 
Posts: 4
Joined: Thu Feb 19, 2015 21:57
GitHub: fz72
IRC: fz72
In-game: fz72

Re: [Mod] Elevator [0.1] [elevator]

by fz72 » Sun Mar 08, 2015 19:20

Topywo wrote:You might want to change the name of your mod (a bit), since there exists a mod with the name elevator)

viewtopic.php?id=4587#p66234


I don't know a better name for this mod. Maybe some others have suggestions.
 

fz72
New member
 
Posts: 4
Joined: Thu Feb 19, 2015 21:57
GitHub: fz72
IRC: fz72
In-game: fz72

Re: [Mod] Elevator [0.1] [elevator]

by fz72 » Sun Mar 08, 2015 19:22

Evergreen wrote:Could you post a fwe screenshot sof this as well? It sounds interesting.


There are two screenshots in the attachment.
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Elevator [0.1] [elevator]

by Don » Sun Mar 08, 2015 20:37

It looks nice. You could call it fancy_elevator
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

fz72
New member
 
Posts: 4
Joined: Thu Feb 19, 2015 21:57
GitHub: fz72
IRC: fz72
In-game: fz72

Re: [Mod] Elevator [0.2] [fancy_elevator]

by fz72 » Sun Mar 15, 2015 17:15

New Version 0.2 available!

Fixed bug with the camera above the elevator.

I renamed the mod to fancy_elevator as suggested.
 

User avatar
orwell
Member
 
Posts: 467
Joined: Wed Jun 24, 2015 18:45
GitHub: orwell96
In-game: orwell

Re: [Mod] Elevator [0.2] [fancy_elevator]

by orwell » Mon Nov 30, 2015 12:01

Hey
This mod is almost the same I did recently (see my signature). I just haven't seen this mod (that forum search is horrible).
+ your opening and closing doors are nice, I plan to implement something like this (but in a different manner) in my mod soon(TM). EDIT: Hey, I did it...
+ That speed up / slowing-down movement is awesome, maybe I will rewrite my mod's movement code(it's a bit hacky) EDIT: This one too.
+ I haven't yet implemented stuff like a call queue and door keep-open times. EDIT: I probably won't do this in near time.

One negative point I see is the sensitivity against map-blocks becoming inactive. If the shaft is too tall, your elevator will just disappear and can't be called. In my mod, I use a global table to store elevator instances (represented by the motor), and the cabins are just "slaves". If the cabin in the shaft is not active or too far away, the empty cabin is just teleported... (of course not when a player is inside, that would be cheating...). You are welcome to use that idea.

PS: maybe I should rename my mod, I didn't find the other one too...
Last edited by orwell on Sat Dec 26, 2015 20:33, edited 1 time in total.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...
 

tbillion
Member
 
Posts: 189
Joined: Wed Apr 03, 2013 16:07

Re: [Mod] Elevator [0.2] [fancy_elevator]

by tbillion » Wed Dec 23, 2015 11:43

i love this mod becasue the motion is smooth but i just found that it has a glitch, if you end up in the shaft the entire map gets messed up and all you get is pitch black all the time. even teleport doesnt fix it. also once the elevator arrives, at a door (if the door gets put in the list) it doesnt release the player, and if you click the exit button on the elevator it ejects you above the "ceiling" of the elevator box
 


Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 71 guests

cron