[Modpack] 3D Armor [0.4.8] [minetest-3d_armor]

tinoesroho
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by tinoesroho » Tue Jul 02, 2013 02:03

... I've been playing around with the code, creating a "clothing" mod based on 3d_armor. I'm a dunce, so I wound up disabling the check in my modified armor.lua (called clothing.lua) that loads the groups (armor_use, etc). I'll throw it up here as soon as I finish textures (modified armor, of course).

Pretty cool, though.
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stu
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by stu » Sun Jul 14, 2013 17:58

Added HD texture support to the current dev version. This currently requires a recent minetest dev build with the multiple UV texture support patch, post Jul 09, 2013

For minetest version 0.4.6/7 use the direct download link in the first post or use the version-0.3.1 github branch.
Last edited by stu on Sun Jul 14, 2013 18:00, edited 1 time in total.
 

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jojoa1997
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by jojoa1997 » Wed Jul 17, 2013 04:25

good job it lookjs better than the last time i saw it. Keep up the good work.
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BrunoMine
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by BrunoMine » Sat Jul 27, 2013 02:30

I want to warn you that I am using this mod.
I really enjoyed!
There's something I really need.
A dummy for each armor
A wooden dummy
A dummy iron
A dummy brass
A dummy diamond
Lack also an indicator in the inventory to facilitate understanding of where each object will. Example: a drawing of the helmet in place is the helmet.
This other tip is not so important but still interesting.
Put a dummy in the inventory, which shows how the player is. Just to see as this increases the happiness of the user.
Those are my words.
No doubt this was one of the best mods I've ever seen. Thank you!
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philipbenr
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by philipbenr » Sat Jul 27, 2013 02:56

could someone give me a link to the shields mod or extension?
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Topywo
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by Topywo » Sat Jul 27, 2013 09:10

philipbenr wrote:could someone give me a link to the shields mod or extension?


You could use one of the links in the first post. The shield mod is part of the modpack.
 

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stu
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by stu » Sun Aug 04, 2013 21:42

I have just made some updates to wieldview that may interest those using the current git version of this mod.

I have added a table of transformations that correct the rotation of default items that did not look so good. This table can be extended by a server admin to cover items from third-party mods. see wieldview/transform.lua

Made the wielded items more 3d looking by rendering multiple layers slightly spaced apart. This is quite experimental and I would be interested to here what others think about it, it does increase the size of the model by a fair bit.

I also made ordinary nodes, or anything without an inventory image, not visible by default. If you want 'nodes' to show up as 3d tiles then it can be enabled by setting wieldview_node_tiles = true in minetest.conf

Image
Last edited by stu on Sun Aug 04, 2013 21:51, edited 1 time in total.
 

BadWolf
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by BadWolf » Mon Aug 05, 2013 02:44

weird... thing: Image

I just installed the mod, It seems to work smooth, it doesn't crash, doesn't slow down, it was great until I went to actually look at another player, and found that they were holding a small version of their own texture. I logged in to the server as a different character to make sure, and I snapped this picture. The player I'm taking a picture of is holding a pickaxe. I tried multiple items with no change
 

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BrandonReese
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by BrandonReese » Mon Aug 05, 2013 02:51

BadWolf wrote:weird... thing: Image

I just installed the mod, It seems to work smooth, it doesn't crash, doesn't slow down, it was great until I went to actually look at another player, and found that they were holding a small version of their own texture. I logged in to the server as a different character to make sure, and I snapped this picture. The player I'm taking a picture of is holding a pickaxe. I tried multiple items with no change


I came across this too, I think updating my version of minetest fixed it.
 

BadWolf
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by BadWolf » Mon Aug 05, 2013 03:17

Updating to git? I'm reluctant to do that
 

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Evergreen
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by Evergreen » Mon Aug 05, 2013 10:59

BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-
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BadWolf
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by BadWolf » Mon Aug 05, 2013 13:34

Evergreen wrote:
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-


I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability.

Truth is I'd upgrade if I were playing singleplayer but I've been working with a friend on a private server for a group. Currently I put more work into it than I had originally estimated just to keep it running smoothly, add as many mods as we can without overloading or glitching, and I'm working on a couple small mods on the side
Last edited by BadWolf on Mon Aug 05, 2013 13:37, edited 1 time in total.
 

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Evergreen
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by Evergreen » Mon Aug 05, 2013 13:38

BadWolf wrote:
Evergreen wrote:
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-


I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability
No, git is a project manager. Github is an online extension for git that minetest (and tons of other people) use to manage the/their project(s), and for collaboration purposes.
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stu
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by stu » Mon Aug 05, 2013 13:41

BadWolf wrote:
Evergreen wrote:
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-


I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability

Well that is true of a lot of software but here the current git version is often the most stable. Anyway I should have pointed out that the current git version of this mod requires both client and server to be fairly recent builds of minetest. This is noted in the first post.
Last edited by stu on Mon Aug 05, 2013 13:44, edited 1 time in total.
 

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by celeron55 » Mon Aug 05, 2013 17:02

BadWolf wrote:
Evergreen wrote:
BadWolf wrote:Updating to git? I'm reluctant to do that
Why do all the new people hate git?! -_-


I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability.


This is completely true. Everyone who uses the git version without regular backups is always in greater danger of an irrepairably broken world and such.

Do not endorse the attitude that the git version is safe; it is very stressful to developers to try to always keep it in a perfect condition.
 

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Evergreen
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by Evergreen » Mon Aug 05, 2013 17:08

celeron55 wrote:
BadWolf wrote:
Evergreen wrote:Why do all the new people hate git?! -_-


I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability.


This is completely true. Everyone who uses the git version without regular backups is always in greater danger of an irrepairably broken world and such.

Do not endorse the attitude that the git version is safe; it is very stressful to developers to try to always keep it in a perfect condition.
I was thinking that he disliked git as in the project manager, not the latest unstable minetest version.
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stu
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by stu » Mon Aug 05, 2013 18:02

celeron55 wrote:
BadWolf wrote:
Evergreen wrote:Why do all the new people hate git?! -_-


I don't hate git. I want as close to stable running server as possible. It is my understanding that git is the development release, and I don't hear anyone refering to it's stability.


This is completely true. Everyone who uses the git version without regular backups is always in greater danger of an irrepairably broken world and such.

Do not endorse the attitude that the git version is safe; it is very stressful to developers to try to always keep it in a perfect condition.

I would like to point out that I in no way endorse the idea that the development version is safe to use, particularly as a public server. My comments about the current git version 'often' being the most stable were mildly sarcastic and refers more to the client and game.

To use the latest git version of this mod you need any minetest build post Jul 09, 2013, this should include most of the third-party win32 builds by now.

As for minetestserver, you are probably best advised to await the release of minetest 0.4.8, which should be fairly soon.
Last edited by stu on Mon Aug 05, 2013 18:06, edited 1 time in total.
 

ndjdjksisksk
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by ndjdjksisksk » Wed Aug 14, 2013 09:12

can i have a download to the more armor mod so i can have mithril armor this would be cool for a server
Last edited by ndjdjksisksk on Wed Aug 14, 2013 09:13, edited 1 time in total.
nvm about me leaving minetest but i probably will for a while because i have nothing to do in this comunity becaise i can't make a server. my username is going to change i will make a new acount called stormchaser3000
 

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addi
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by addi » Wed Aug 14, 2013 14:20

the good thing at this mod is: that you dont need a actual server. its just enough to have a actual client. if this is installed on a 0.4.7 server it dosent work for 0.4.7 clients. but if you use a beta-client it schows the armor and the wielditem.

i like this mod! its just amazing :) (exept the feature diamond-armor because its realy unreal)
(mithril would be better)
Last edited by addi on Wed Aug 14, 2013 14:21, edited 1 time in total.
 

hammergil
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by hammergil » Mon Aug 19, 2013 19:07

BadWolf wrote:weird... thing: http://s15.postimg.org/b8x4dkz2f/Screenshot_from_2013_08_04_21_34_22.jpg

I just installed the mod, It seems to work smooth, it doesn't crash, doesn't slow down, it was great until I went to actually look at another player, and found that they were holding a small version of their own texture. I logged in to the server as a different character to make sure, and I snapped this picture. The player I'm taking a picture of is holding a pickaxe. I tried multiple items with no change



I get the same problem. I have the most current version of minetest installed on ubuntu precise. I have tried on multiple computers, all the same. Any fix for this?
 

Claire
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by Claire » Mon Aug 19, 2013 23:24

This is a KICKASS mod!!! I would LOVE to see this in the default Minetest game! C:
 

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TenPlus1
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by TenPlus1 » Tue Aug 20, 2013 20:45

+1 should be added to the actual game :)
 

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by tinoesroho » Tue Aug 20, 2013 22:22

@Claire:
It's great for multi-player, but it will probably never be added to minetest_game. Here's why:

Minetest_game is a barebones, simple starter pack designed for offline play. Servers install mods at will, so adding a multiplayer-oriented mod to minetest is a little... extraneous. Singleplayer will never actually see the effects of the mod, anyroad. Since there are no mobs in the default package, armour is useless.

If minetest_game were designed for multiplayer, wieldview would be added, although PvP-oriented mods (armour, shield), wouldn't.
We are what we create.

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by ndjdjksisksk » Wed Aug 21, 2013 06:13

tinoesroho wrote:@Claire:
It's great for multi-player, but it will probably never be added to minetest_game. Here's why:

Minetest_game is a barebones, simple starter pack designed for offline play. Servers install mods at will, so adding a multiplayer-oriented mod to minetest is a little... extraneous. Singleplayer will never actually see the effects of the mod, anyroad. Since there are no mobs in the default package, armour is useless.

If minetest_game were designed for multiplayer, wieldview would be added, although PvP-oriented mods (armour, shield), wouldn't.


i realy disagree minetest is a pure multi-player game remember in the minetest 0.3.1 days when the only ting in the menue was the adress bar to type a server adress in or start a multi player server
nvm about me leaving minetest but i probably will for a while because i have nothing to do in this comunity becaise i can't make a server. my username is going to change i will make a new acount called stormchaser3000
 

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Dan Duncombe
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by Dan Duncombe » Wed Aug 21, 2013 10:36

ndjdjksisksk wrote:
tinoesroho wrote:@Claire:
It's great for multi-player, but it will probably never be added to minetest_game. Here's why:

Minetest_game is a barebones, simple starter pack designed for offline play. Servers install mods at will, so adding a multiplayer-oriented mod to minetest is a little... extraneous. Singleplayer will never actually see the effects of the mod, anyroad. Since there are no mobs in the default package, armour is useless.

If minetest_game were designed for multiplayer, wieldview would be added, although PvP-oriented mods (armour, shield), wouldn't.


i realy disagree minetest is a pure multi-player game remember in the minetest 0.3.1 days when the only ting in the menue was the adress bar to type a server adress in or start a multi player server

Bear in mind armour mods tend to completely block any entity damage at all because of the way they work, so they remove any mob damage at all, without wearing down.
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by BlockMen » Wed Sep 11, 2013 23:34

Hey, it would be great if you could merge this pull request because i want add support to my Better HUD mod:

https://github.com/stujones11/minetest-3d_armor/pull/4
 

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stu
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by stu » Thu Sep 12, 2013 17:21

BlockMen wrote:Hey, it would be great if you could merge this pull request because i want add support to my Better HUD mod:

https://github.com/stujones11/minetest-3d_armor/pull/4


Merged, I trust that you have tested it as I have not had a chance yet, it looks pretty harmless.
Thank you for adding armor support to your HUD.
 

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by philipbenr » Thu Sep 12, 2013 23:58

Stu, Can I add in this modpack to castles+? Me and Dan Duncombe are working on it together. I will be adding in armory, and you will have to craft armor at the anvil. This armor pack will be a great addition.

Plz?
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BlockMen
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by BlockMen » Fri Sep 13, 2013 11:19

stu wrote:Merged, I trust that you have tested it as I have not had a chance yet, it looks pretty harmless.
Thank you for adding armor support to your HUD.


Thanks!, i havent thought you would be so quick. Yes, i tested it alot and even later so i noticed an issue. It causes a crash if ppl use older version of hud mod, so the general way would have been the better choise. I made a new pull that fixes it and allows other mods too to read out the armor status too:

https://github.com/stujones11/minetest-3d_armor/pull/5

Sry that i cause trouble with that ;)
 

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by jojoa1997 » Fri Sep 13, 2013 11:25

What does the def.name do?
Coding;
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