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PostPosted: Mon Mar 26, 2012 18:04
by cosarara97
Yep, but I would prefer having 2 separate blocks, the transparent block and the "magic window" block :D

PostPosted: Mon Mar 26, 2012 21:11
by RabbiBob
Yeah, same thing here. Interesting. Going with feature right now.

PostPosted: Tue Mar 27, 2012 03:56
by Near
I am puking rainbows it is just the best mod i ever seen

PostPosted: Wed Mar 28, 2012 09:43
by RabbiBob
Image

Worked on Mesecon integration this morning. I'm not ready to put out a version 0.0.5 yet, however you can add the below code to blocks.lua and add jeija (or "mesecons" if you are using the latest from github) to depends.txt to use it now. There should be no changes to this code to affect future versions.

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Code: Select all
-- MESECON
-- Add jeija (or mesecons depending on your Mesecons version) to bobblocks\depends.txt and paste the below in at the bottom of bobblocks\blocks.lua

mesecon:register_on_signal_on(function (pos, node)
    if
        node.name == 'bobblocks:redblock_off'       or
        node.name == 'bobblocks:orangeblock_off'    or
        node.name == 'bobblocks:yellowblock_off'    or
        node.name == 'bobblocks:greenblock_off'     or
        node.name == 'bobblocks:blueblock_off'      or
        node.name == 'bobblocks:indigoblock_off'    or
        node.name == 'bobblocks:violetblock_off'    or
        node.name == 'bobblocks:whiteblock_off'
        then
        update_bobblock (pos, node, state)
        end
    end)
   
mesecon:register_on_signal_off(function (pos, node)
    if
        node.name == 'bobblocks:redblock'       or
        node.name == 'bobblocks:orangeblock'    or
        node.name == 'bobblocks:yellowblock'    or
        node.name == 'bobblocks:greenblock'     or
        node.name == 'bobblocks:blueblock'      or
        node.name == 'bobblocks:indigoblock'    or
        node.name == 'bobblocks:violetblock'    or
        node.name == 'bobblocks:whiteblock'
        then
        update_bobblock (pos, node, state)
        end
    end)

PostPosted: Wed Mar 28, 2012 13:12
by jordan4ibanez
RabbiBob wrote:Image

Worked on Mesecon integration this morning. I'm not ready to put out a version 0.0.5 yet, however you can add the below code to blocks.lua and add jeija to default.txt to use it now. There should be no changes to this code to affect future versions.

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
-- MESECON
-- Add jeija to bobblocks\default.txt and paste the below in at the bottom of bobblocks\blocks.lua

mesecon:register_on_signal_on(function (pos, node)
    if
        node.name == 'bobblocks:redblock_off'       or
        node.name == 'bobblocks:orangeblock_off'    or
        node.name == 'bobblocks:yellowblock_off'    or
        node.name == 'bobblocks:greenblock_off'     or
        node.name == 'bobblocks:blueblock_off'      or
        node.name == 'bobblocks:indigoblock_off'    or
        node.name == 'bobblocks:violetblock_off'    or
        node.name == 'bobblocks:whiteblock_off'
        then
        update_bobblock (pos, node, state)
        end
    end)
   
mesecon:register_on_signal_off(function (pos, node)
    if
        node.name == 'bobblocks:redblock'       or
        node.name == 'bobblocks:orangeblock'    or
        node.name == 'bobblocks:yellowblock'    or
        node.name == 'bobblocks:greenblock'     or
        node.name == 'bobblocks:blueblock'      or
        node.name == 'bobblocks:indigoblock'    or
        node.name == 'bobblocks:violetblock'    or
        node.name == 'bobblocks:whiteblock'
        then
        update_bobblock (pos, node, state)
        end
    end)

hey bob could you ever make a lower resolution texture for this?

PostPosted: Wed Mar 28, 2012 13:20
by RabbiBob
Maybe. At most I'm inclined to resize down to 16x16 and see how it looks. If it looks like crap I won't support it myself.

PostPosted: Wed Mar 28, 2012 13:21
by jordan4ibanez
RabbiBob wrote:Maybe. At most I'm inclined to resize down to 16x16 and see how it looks. If it looks like crap I won't support it myself.

well okay :/ maybe 32x32?

PostPosted: Wed Mar 28, 2012 13:22
by Death Dealer
RabbiBob wrote:Maybe. At most I'm inclined to resize down to 16x16 and see how it looks. If it looks like crap I won't support it myself.

i dont think the current blocks could get any better:D especially resizing it smaller..

PostPosted: Wed Mar 28, 2012 14:20
by RabbiBob
J4i - what texture pack do you use? Default or custom?

PostPosted: Wed Mar 28, 2012 14:48
by jordan4ibanez
RabbiBob wrote:J4i - what texture pack do you use? Default or custom?

custom! http://c55.me/minetest/forum/viewtopic.php?id=885

PostPosted: Wed Mar 28, 2012 21:21
by sdzen
just to say i did resize your textures they look fine but i also have some of my custom textures i did for kicks

PostPosted: Thu Mar 29, 2012 00:34
by RabbiBob
Added 16x16 and 32x32 texture downloads (see first post). These are straight resizes of the 64x64 default textures.

Ok... going back to 64x64 now ;-)

PostPosted: Sun Apr 01, 2012 15:46
by RabbiBob
Updated worklist. Included links to changes, mesecons upgrade code (beta), and added textures to 0.0.4 release list.

PostPosted: Tue Apr 03, 2012 10:26
by RabbiBob
Tested for v20120326

Image

PostPosted: Tue Apr 03, 2012 10:52
by Calinou
Hmm... You should probably set your colored block's renderings as "glasslike" or whatever it is - it would fix the problem of seeing through the floor.

PostPosted: Tue Apr 03, 2012 11:01
by RabbiBob
Calinou wrote:Hmm... You should probably set your colored block's renderings as "glasslike" or whatever it is - it would fix the problem of seeing through the floor.


They are. Example:

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Code: Select all
minetest.register_node("bobblocks:orangeblock", {
    description = "Orange Block",
    drawtype = "glasslike",


The issue, I believe is how I'm achieving the transparency. I haven't figured out a better way to make it see through and I've already worked the png opacity levels in Photoshop without success:

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Code: Select all
alpha = WATER_ALPHA,


I'm happy to do it differently, just not sure how yet.

PostPosted: Thu Apr 05, 2012 01:58
by RabbiBob
Updated Release info and Current Worklist in first post.

0.0.5
  • Changed default texture to 32x32
  • On\Off states for all bobblocks poles - default to light on \ punch for light off
  • Added Mesecons (video) compatibility for blocks and poles: Making Discussion ~ Working Code. I'm debating on how I want to implement the dependency (either two versions of this or a straight depends) as I'm already seeing an issue of depending on another mod.
    • Added directions for dependency in main post and in the init.lua file.
  • Merged blocks and poles lua files. Long story.
  • Pit trap is available (currently in testing), however turned off in init.lua

PostPosted: Mon Apr 09, 2012 00:44
by RabbiBob
Tested for v20120408 - good (somehow the mesecons activation seems even faster this release).

Working on pit trap spikes and seeking textures (see thread) in order to finish.

PostPosted: Sun Apr 15, 2012 12:47
by RabbiBob
0.0.6
  • Added ReadMe.txt (because people RTFM, right?)
  • Added recipes for traps, activated in init.lua, and created hidden (set) states for spike traps (see video). Added Death Dealer's spike textures. Fake grass node finished (see video).
  • Added sounds to blocks, poles, health and traps
  • Removed deprecated material = minetest.digprop_glasslike(1.0), from nodes (breaks backwards compatibility pre- v20120318) and deprecated registered falling node

Introducing Spike Traps

Image

PostPosted: Sat Apr 28, 2012 19:24
by fullbuster93
mod dont work .
i didn't change the file , because i dont understand what to add in that file

PostPosted: Sun Apr 29, 2012 11:04
by RabbiBob
You need to have a version of mesecons installed and you need to change the depends.txt file in order for it to work as described in the first post. I'm going to assume you're starting out with Minetest and that once you install mesecons, you'll have the 'jeija' version. Open bobblocks\depends.txt and make sure it looks like this:

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Code: Select all
default
jeija


then save it.

PostPosted: Sun Apr 29, 2012 13:33
by fullbuster93
i h've done what you told , now when I launch the game i have moderror : mod bobbocks has unsatisfied dependencies : " jeija" . check debug.txt details

PostPosted: Sun Apr 29, 2012 13:48
by Death Dealer
fullbuster93 wrote:i h've done what you told , now when I launch the game i have moderror : mod bobbocks has unsatisfied dependencies : " jeija" . check debug.txt details

You need the Mesecons mod with this.

PostPosted: Sun Apr 29, 2012 14:41
by fullbuster93
i have it , i downloaded it from the link , i took v0.9
the exctract it in my mod folder , then i re-downloaded this mod , exctract my mod folder and change the file depend.txt
but i have the same message

PostPosted: Sun Apr 29, 2012 18:02
by RabbiBob
fullbuster93 wrote:i have it , i downloaded it from the link , i took v0.9


Change 'jeija' to 'mesecons' then.

RabbiBob wrote:
  • Dependencies: Mesecons
    • Edit depends.txt as follows: For Mesecons v0.0.5 add "jeija" / For GitHub (or > v0.5) add "mesecons"

PostPosted: Sun Apr 29, 2012 18:52
by fullbuster93
tanx , it works

can someone tell the recipe for the white and blue stone ?

PostPosted: Sun Apr 29, 2012 19:39
by RabbiBob
http://minetest.net/forum/viewtopic.php?pid=14703#p14703

RabbiBob wrote:Recipes
Blocks
ImageImage


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Code: Select all
minetest.register_craft({
    output = 'NodeItem "bobblocks:blueblock" 2',
    recipe = {
        {'node "default:glass" 1', 'node "default:torch" 1', 'node "default:gravel" 1'},
    },
})

minetest.register_craft({
    output = 'NodeItem "bobblocks:whiteblock" 2',
    recipe = {
        {'node "default:glass" 1', 'node "default:torch" 1', 'node "default:dirt" 1'},
    },
})

PostPosted: Sun Apr 29, 2012 20:00
by fullbuster93
awesome , thanx

PostPosted: Thu Jun 14, 2012 02:48
by RabbiBob
Tested for 20120606

Added Alt Texture links in lead post:

Alternate Textures
Note: untested by Me

PostPosted: Thu Jun 14, 2012 03:42
by VanessaE
Cool! Thanks :-)