[Mod] torches [torches]

sofar
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[Mod] torches [torches]

by sofar » Sat Apr 02, 2016 23:41

I've brushed up Blockmen's excellent 3D torch mod, and re-released it, with the following modifications:

This mod is part of minetest_game 0.4.15!

With exception of the wieldlight, this mod is part of the default game. The current code here is kept for archival purposes.

I may end up breaking out the wieldlight into a separate mod for use with 0.4.15. If that happens I'll insert a link here.

~~~~~~
- added wield light - hold a torch in your hands and light up your surroundings!
- drop-in replacement for standard minetest_game torches
- drop-in replacement for torches versions from before version 4.
- no configuration options
- entirely cleaned up mesh, re-did the mesh model from scratch
- model now works better with animated textures due to texture placement and alignment
- wallmounted torches flames go up, not sideways up
- no particles
- uses an LBM (meaning, you need a new minetest) to reposition hanging torches
- upside down torches enabled by default (again, there are no config options or settings anymore)

Download: https://github.com/minetest-mods/torches/archive/master.zip
Dependencies: none (default)
github: https://github.com/minetest-mods/torches
License: CC-BY-3.0, LGPL-2.1+

Wieldlight demo video: https://youtu.be/mzvTZ45vgjw

Image

Image
Credits to Blockmen for making this excellent mod. Let's keep it alive.
Last edited by sofar on Thu Dec 08, 2016 01:31, edited 3 times in total.
 

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Re: [mod]torches[torches]

by MineYoshi » Sun Apr 03, 2016 00:03

Very great, this mod is very cool!

I like that models, the textures are great!
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sofar
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Re: [mod]torches[torches]

by sofar » Sun Apr 03, 2016 00:18

MineYoshi wrote:Very great, this mod is very cool!

I like that models, the textures are great!


You can get the texture pack converted from minecraft with mcresconvert (see my resource pack converter) - it's "AD Reforged 19v1". Unfortunately the license doesn't allow me to redistribute, so you need to download and convert it yourself.
 

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Re: [mod]torches[torches]

by benrob0329 » Sun Apr 03, 2016 01:17

I like it! I like it a lot!!
 

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Re: [mod]torches[torches]

by burli » Sun Apr 03, 2016 06:27

Well done. Now the torches are shown by the identify mod if you point on them. But you need to add damage

damage_per_second = 1,

And the reload from inftweak still doesn't work. But I have no idea why
 

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Re: [mod]torches[torches]

by sofar » Sun Apr 03, 2016 07:54

burli wrote:damage_per_second = 1


Why? Just make a mod that overrides the node properties. Minetest_game torches don't damage players either, and I don't intend to stray far away from that when it comes to gameplay aspects.

burli wrote:And the reload from inftweak still doesn't work. But I have no idea why


The mod makes a fake itemstack and places an item from that, so that it can place either the normal or wallmounted version.
 

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Re: [mod]torches[torches]

by burli » Sun Apr 03, 2016 08:13

sofar wrote:
burli wrote:damage_per_second = 1

Minetest_game torches don't damage players either

Well, in the current dev they already do damage

Image

sofar wrote:The mod makes a fake itemstack and places an item from that, so that it can place either the normal or wallmounted version.


Ah, ok. Maybe invtweak has to be modified to handle fake itemstacks
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sofar
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Re: [mod]torches[torches]

by sofar » Sun Apr 03, 2016 17:56

burli wrote:
sofar wrote:
burli wrote:damage_per_second = 1

Minetest_game torches don't damage players either

Well, in the current dev they already do damage


Maybe in BlockMen's code they did, but I don't intend to retain that behavior.
 

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Re: [mod]torches[torches]

by burli » Sun Apr 03, 2016 18:42

sofar wrote:Maybe in BlockMen's code they did, but I don't intend to retain that behavior.

No, the default torch from minetest game. No other addon installed
 

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Re: [mod]torches[torches]

by sofar » Sun Apr 03, 2016 21:36

burli wrote:
sofar wrote:Maybe in BlockMen's code they did, but I don't intend to retain that behavior.

No, the default torch from minetest game. No other addon installed


I'm standing in a torch from minetest_game for like 3 minutes now, and no damage has happened.

You have a mod or something else that does it. There's no damage in the torch in minetest_game.

Just look at the code:

https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L1344

I don't see a damage_per_second in this file other than for lava.
 

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Re: [Mod] torches [torches]

by azekill_DIABLO » Mon Apr 04, 2016 12:24

it's so nice!!!!
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Re: [mod]torches[torches]

by burli » Mon Apr 04, 2016 12:51

sofar wrote:I don't see a damage_per_second in this file other than for lava.

You are right. But I have no idea why the default tourch makes damage in my case
 

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Re: [Mod] torches [torches]

by sofar » Mon Apr 11, 2016 07:29

I've added a "Wield" light to this mod, similar to what the "walking_light" mod does. The implementation should be more robust, though, than walking_light. Check the video out: https://youtu.be/mzvTZ45vgjw
 

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Re: [Mod] torches [torches]

by burli » Mon Apr 11, 2016 07:46

Well done sofar. Also invtweak works now for whatever reason
 

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Re: [Mod] torches [torches]

by nyje » Tue Apr 12, 2016 05:45

Excellent work. Added to our server.
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Re: [Mod] torches [torches]

by sofar » Tue Apr 12, 2016 06:22

FYI if you previously ran v3.0.1, then today's git version seamlessly converts the old torches to the new versions.
 

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Re: [Mod] torches [torches]

by burli » Tue Apr 12, 2016 11:36

burli wrote:Well done sofar. Also invtweak works now for whatever reason

invtweak is only working if I place torches on the ground and on the ceiling. Wall monted torches are ignored by invtweak and my overwrite for damage also doesn't work
 

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Re: [Mod] torches [torches]

by sofar » Tue Apr 12, 2016 14:15

burli wrote:
burli wrote:Well done sofar. Also invtweak works now for whatever reason

invtweak is only working if I place torches on the ground and on the ceiling. Wall monted torches are ignored by invtweak and my overwrite for damage also doesn't work


What ever these mods are doing, they should consider "default:torch" and "default:torch_wall" in the same way.
 

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Re: [Mod] torches [torches]

by Star_Gamer » Tue Apr 12, 2016 14:53

 

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Re: [Mod] torches [torches]

by sofar » Tue Apr 12, 2016 15:48



You need a newer minetest version. This mod uses features that are in the nightly builds by e.g. sfan5 or krock, or you can build from git. Note that this is listed in the topic above.
 

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Re: [Mod] torches [torches]

by burli » Wed Apr 13, 2016 07:20

sofar wrote:
burli wrote:
burli wrote:Well done sofar. Also invtweak works now for whatever reason

invtweak is only working if I place torches on the ground and on the ceiling. Wall monted torches are ignored by invtweak and my overwrite for damage also doesn't work


What ever these mods are doing, they should consider "default:torch" and "default:torch_wall" in the same way.

Invtweak get's the name oft the placed node and compares the name with the inventory. The name oft a wall mounted torch is default:torch_wall, the name oft torches in The inventory is default:torch.

I can fix this, but just quick & dirty. Maybe I find a better solution
 

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Re: [Mod] torches [torches]

by Nyarg » Mon Sep 05, 2016 20:26

Hi ) What is name of texture pack used here ?
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Re: [Mod] torches [torches]

by sofar » Tue Sep 20, 2016 17:07

I think it's AD Reforged? Check out the mcresconvert thread here:

viewtopic.php?f=4&t=14283
 

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Re: [Mod] torches [torches]

by sofar » Thu Dec 08, 2016 01:32

Just to reiterate - this code (sans wieldlight) is now part of minetest_game and will be part of the 0.4.15 release.
 

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Re: [Mod] torches [torches]

by AnxiousInfusion » Thu Dec 08, 2016 05:54

Awesome that this is merged with minetest_game. These are the kinds of things Minetest needs be default. Sofar, at least some portions of your crops mod should also be added to farming ... in my honest opinion.
 

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Re: [Mod] torches [torches]

by TumeniNodes » Thu Dec 15, 2016 00:19

sofar wrote:I've added a "Wield" light to this mod, similar to what the "walking_light" mod does. The implementation should be more robust, though, than walking_light. Check the video out: https://youtu.be/mzvTZ45vgjw


Your work on wield torch is much better than the original, produces no lag for me. Nice work.
One question though, any chance an animated wield could be added? So that while holding the torch it is animated.
I was trying to mess around with the idea but, I have not been doing much for a couple months now and forgot most of what very little I knew how to do :P
I'm not entirely sure if I remember correctly but, I "thought" the default torch was animated when wielded when I first found Minetest and started playing (from the original Mint repo) before I knew it was a very old build.
But now that original stuff is loooong gone so I can't look into it. Anyway, just think it would be very cool to have the torch animated while holding it, while it's also providing some light..., (if) it is not a feature which would add unwanted lag.
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Re: [Mod] torches [torches]

by pithy » Thu Dec 15, 2016 01:07

Are you going to add wield light to default game?

If not could we use this mod in minetest 0.4.15 to get it?
 

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Re: [Mod] torches [torches]

by HolyPhoenix » Thu Dec 15, 2016 22:25

pithy wrote:Are you going to add wield light to default game?

If not could we use this mod in minetest 0.4.15 to get it?


Not going to be added to the default game at this time. Per the first post:

With exception of the wieldlight, this mod is part of the default game. The current code here is kept for archival purposes.

I may end up breaking out the wieldlight into a separate mod for use with 0.4.15. If that happens I'll insert a link here.


I'm hoping sofar will break it out into its own mod. But we'll have to wait and see.
 

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Re: [Mod] torches [torches]

by sofar » Fri Dec 16, 2016 01:14

The right thing to do would be to drop maintenance on this mod and integrate the wieldlight idea into wieldview or wield_3d.
 

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Re: [Mod] torches [torches]

by TumeniNodes » Fri Dec 16, 2016 03:36

sofar wrote:The right thing to do would be to drop maintenance on this mod and integrate the wieldlight idea into wieldview or wield_3d.


... and give it a nice animated wieldview :P

The only way everyone would be happy with wield light being added in default, is if it had an on/off setting. Of course then, there would still be fights over which is the default... on, or off :D
I do recall when I tried out the original wield light, the fan on my pc would instantly kick on.
The only thing I noticed with this version is, the length = needs to be adjusted. At least in my own opinion, the flame flickers in slow motion... so I set it up using a 32x32 frame and length = 1.5 It would also be nice to add some faint puffs of smoke using particles but again..., might add lag.
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