[Modpack] Riventest [20120731] [riventest] [staircase]

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mauvebic
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[Modpack] Riventest [20120731] [riventest] [staircase]

by mauvebic » Tue Jul 17, 2012 14:30

Various functional and decorative riven-themed nodes :-)

door1: plain stick door
door2: user-locked gates (owner has exclusive edit/dig privs)
door3: password-locked gates (owner has exclusive edit/dig privs)

linkingbook/plinkingbook: name the book and teleport to locations without giving the coords away. plinkingbook only works for its owner. So you can set traps using the different books.

a powerful tool (digs fast, lasts forever), and like i said many decorative and even musical elements.

/givemes only. there are aliases at the eof for most of the nodes





screens:
Image
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Image
Last edited by mauvebic on Sat Dec 08, 2012 00:06, edited 1 time in total.
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by Neuromancer » Tue Jul 17, 2012 15:30

I've always been intrigued by these screenshots. I wanted to check these out firsthand, then I discovered the buildings in the following folder:
C:\Users\PC\Games\Minetest6617B\minetest-0.4.dev-20120606-c57e508-win32\mods\minetest\madblocks\buildings
They are also in the multinode mod (in case they get removed from the madblocks mod)

Awesome! I just used the /load filename (without the .bld extension) and did a /paste and they were in my world. There is a slight issue, the things like pictures that usually lay flat are flipped up 90 degrees, but that is easilly fixed.
Last edited by Neuromancer on Tue Jul 17, 2012 17:57, edited 1 time in total.
 

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by Neuromancer » Tue Jul 17, 2012 16:37

Hmmm, I took the latest nightly build minetest-0.4.dev-20120606-c57e508-win32, added only RivenTest to the mod folder and got the following error when I click play on the world I just created.


11:22:33: ERROR[main]: ========== ERROR FROM LUA ===========
11:22:33: ERROR[main]: Failed to load and run script from
11:22:33: ERROR[main]: C:\Users\PC\Games\MTRivenTest\bin\..\mods\minetest\riventest\init.lua:
11:22:33: ERROR[main]: ...\MTRivenTest\bin\..\mods\minetest\riventest\init.lua:29: attempt to index global 'default' (a nil value)
11:22:33: ERROR[main]: stack traceback:
11:22:33: ERROR[main]: ...\MTRivenTest\bin\..\mods\minetest\riventest\init.lua:29: in function 'METALLIKE'
11:22:33: ERROR[main]: ...\MTRivenTest\bin\..\mods\minetest\riventest\init.lua:593: in main chunk
11:22:33: ERROR[main]: =======END OF ERROR FROM LUA ========
11:22:33: ERROR[main]: Server: Failed to load and run
 

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by Neuromancer » Wed Jul 18, 2012 00:21

mauvebic wrote:try saving "default" to depends.txt in the mod folder, see if that helps? im not getting the same error but scopes might be different from linux -> win

this is where the error is coming from
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
29:        sounds = default.node_sound_wood_defaults(),

Yep that did the trick. Thanks.
 

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by mauvebic » Wed Jul 18, 2012 09:28

Still odd, either we both get the error or neither of us, this is probably a bug. Im glad it works now though :-)
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by mauvebic » Thu Jul 19, 2012 11:53

bugfix for win clients
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by Neuromancer » Thu Jul 19, 2012 12:17

mauvebic wrote:bugfix for win clients

Cool. I had the same default issue for Multinode or Bookmarks. You might want to check both.
 

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by mauvebic » Thu Jul 19, 2012 12:40

i fixed the multinode one, though bookmarks doesnt use anything from default, what kind of error message are you getting for bookmarks?
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by Neuromancer » Thu Jul 19, 2012 14:54

You should be good. I just couldn't remember which one had the default issue as I fixed it. I'm pretty sure it was Multinode
 

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by mauvebic » Thu Jul 19, 2012 15:23

yeah anything that used sounds from default had that problem under win32 clients :-/ but now it works :-)
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by mrtux » Wed Jul 25, 2012 19:18

Nice mod! +10
thanks doge
 

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by mauvebic » Thu Jul 26, 2012 00:09

Thanks :-)

update released: improved books, added password doors, and some other nice stuff.

next challenge: make linkingbooks into nodebox, open and closed. make stainedglass into nodebox. come up with some nodebox railings.
Last edited by mauvebic on Thu Jul 26, 2012 01:37, edited 1 time in total.
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by Neuromancer » Thu Jul 26, 2012 19:03

@mauvebic: Dude. How could you get rid of the blue sock puppet? That was simply the coolest avatar *EVER*. Spock doesn't even come close, even with the beard.
Last edited by Neuromancer on Thu Jul 26, 2012 19:05, edited 1 time in total.
 

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by mauvebic » Thu Jul 26, 2012 23:56

ive been having dreams about the sock puppet o_0
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by sdzen » Fri Jul 27, 2012 02:45

is it trying to sell you used linking books and then teleporting you into the void?
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by mauvebic » Fri Jul 27, 2012 07:33

naw it doesnt know how to make trapbooks yet :P
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by mauvebic » Fri Jul 27, 2012 11:17

for the next update: linkingbooks as nodebox (with facedir working)
Image
Image
Last edited by mauvebic on Fri Jul 27, 2012 11:35, edited 1 time in total.
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by mauvebic » Sun Jul 29, 2012 12:45

minor update released:
basically i nodeboxed linking books and stained glass (:rt15), and linking books finally have facedir :-)
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by mauvebic » Mon Jul 30, 2012 11:49

Maybe its in my head but i feel like fences got bigger and clunkier some while back so i stopped using them.

Today i came up with a more elegant minimalist solution to keeping people from falling off narrow walkways:
Image
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by Topywo » Mon Jul 30, 2012 12:20

Nice, sometimes the fences are to big to look good.

P.s. I don't react every time you produce something, but the screenshots of your works really look great.
 

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by mauvebic » Mon Jul 30, 2012 12:40

Topywo wrote:Nice, sometimes the fences are to big to look good.

P.s. I don't react every time you produce something, but the screenshots of your works really look great.


it balances out the negative comments from other people (most of which i never really understand) lol :-)

Here are the corner pieces (only one corner, up to the user to figure out facedir, otherwise id have to create 2x nodes and insert an on_punch switch mechanism that doesn't really save time or resources)
Image
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by Neuromancer » Mon Jul 30, 2012 13:34

mauvebic wrote:Maybe its in my head but i feel like fences got bigger and clunkier some while back so i stopped using them.

Today i came up with a more elegant minimalist solution to keeping people from falling off narrow walkways:
Image


What about a simplified version of pipes like this:
Image
Where the pipes are square and strung together, and every other pipe is an L-shaped pipe (to connect to the walkway).
Over the years I only ever bought 3 games for my PC, SimCity2000, Ultima VIII, and Riven.

They should be a rusty metal grey & brown splotchy texture like the image.
Last edited by Neuromancer on Mon Jul 30, 2012 14:46, edited 1 time in total.
 

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by mauvebic » Mon Jul 30, 2012 13:59

Yeah i suppose i could hollow them out :-) i made them "full" because i wanted to use the black/yellow caution stripes texture on one of the sides, but your idea would look more riven :-)
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by mauvebic » Mon Jul 30, 2012 14:50

A bit more like this? i raised them by 0.2 as well though i reduced the size of the support piece

Image

i wrote the railings into the staircase mod (which ill have to update) even though they probably look awful on staircases lol but at least theyll be matching pieces for all 5 staircases.

edit: made the handrails slightly wider than the rest:
Image

inner corner pieces:
Image

much safer:
Image

catwalks:
Image
Last edited by mauvebic on Tue Jul 31, 2012 15:12, edited 1 time in total.
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by mauvebic » Tue Jul 31, 2012 15:07

catwalks concept (click imgs to enlarge):

Image
Image
Image
Last edited by mauvebic on Tue Jul 31, 2012 15:08, edited 1 time in total.
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by Neuromancer » Tue Jul 31, 2012 19:30

Love it! I'm assuming you do too. The only thing I would test is what does it look like with a normal height character on them. They look a bit tall for the short brown guy, but for the tall green guy they might look too short. Split the difference?
 

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by mauvebic » Tue Jul 31, 2012 20:00

I made sure the railings and catwalk railings arrived at about mid-height for the player (its the same selection box outline anyhoo)

for me the essential is to have these one-piece walkways where im not constantly falling off and respawning in the middle of nowhere, cuz its a long way down lol

Im trying to think, what else could i do in nodebox?
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by Neuromancer » Sat Aug 11, 2012 16:03

What is holographic cobblestone/stone? How is it different from cobblestone/stone?
 

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Re: [Modpack] Riventest [20120731] [riventest] [staircase]

by DI3HARD139 » Sat Jan 09, 2016 06:40

Just a warning to those who who might be looking into this mod. The host of the original image has switched domains and the images now redirect to malware infected links.
Servers: mt.rrhgameservers.ml = [RRH] MT-Creative (48250), RRH-Survival (48253), Unknown (48255), Minetest City (48262)
Specs = Intel Core i5-3570s 16GB DDR3 2TB HDD, Ubuntu Server 16.04.1 x64 XFCE
------------------------------------------------------------
System: Lenovo Thinkstation S30 = Intel Xeon E5-2665, 20GB DDR3 (1333MHz Non-ECC), Gigabyte GTX1060 6GB, 3.5TB Storage, Win 10 Pro x64.
 


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