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[Modpack] Riventest [20120731] [riventest] [staircase]
Posted:
Tue Jul 17, 2012 14:30
by mauvebic
Posted:
Tue Jul 17, 2012 15:30
by Neuromancer
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.
Posted:
Tue Jul 17, 2012 16:37
by Neuromancer
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
Posted:
Wed Jul 18, 2012 00:21
by Neuromancer
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.
Posted:
Wed Jul 18, 2012 09:28
by mauvebic
Still odd, either we both get the error or neither of us, this is probably a bug. Im glad it works now though :-)
Posted:
Thu Jul 19, 2012 11:53
by mauvebic
bugfix for win clients
Posted:
Thu Jul 19, 2012 12:17
by Neuromancer
mauvebic wrote:bugfix for win clients
Cool. I had the same default issue for Multinode or Bookmarks. You might want to check both.
Posted:
Thu Jul 19, 2012 12:40
by mauvebic
i fixed the multinode one, though bookmarks doesnt use anything from default, what kind of error message are you getting for bookmarks?
Posted:
Thu Jul 19, 2012 14:54
by Neuromancer
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
Posted:
Thu Jul 19, 2012 15:23
by mauvebic
yeah anything that used sounds from default had that problem under win32 clients :-/ but now it works :-)
Posted:
Wed Jul 25, 2012 19:18
by mrtux
Nice mod! +10
Posted:
Thu Jul 26, 2012 00:09
by mauvebic
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.
Posted:
Thu Jul 26, 2012 19:03
by Neuromancer
@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.
Posted:
Thu Jul 26, 2012 23:56
by mauvebic
ive been having dreams about the sock puppet o_0
Posted:
Fri Jul 27, 2012 02:45
by sdzen
is it trying to sell you used linking books and then teleporting you into the void?
Posted:
Fri Jul 27, 2012 07:33
by mauvebic
naw it doesnt know how to make trapbooks yet :P
Posted:
Fri Jul 27, 2012 11:17
by mauvebic
for the next update: linkingbooks as nodebox (with facedir working)
Posted:
Sun Jul 29, 2012 12:45
by mauvebic
minor update released:
basically i nodeboxed linking books and stained glass (:rt15), and linking books finally have facedir :-)
Posted:
Mon Jul 30, 2012 11:49
by mauvebic
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:
Posted:
Mon Jul 30, 2012 12:20
by Topywo
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.
Posted:
Mon Jul 30, 2012 12:40
by mauvebic
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)
Posted:
Mon Jul 30, 2012 13:34
by Neuromancer
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:
What about a simplified version of pipes like this:
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.
Posted:
Mon Jul 30, 2012 13:59
by mauvebic
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 :-)
Posted:
Mon Jul 30, 2012 14:50
by mauvebic
A bit more like this? i raised them by 0.2 as well though i reduced the size of the support piece
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:
inner corner pieces:
much safer:
catwalks:
Posted:
Tue Jul 31, 2012 15:07
by mauvebic
Posted:
Tue Jul 31, 2012 19:30
by Neuromancer
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?
Posted:
Tue Jul 31, 2012 20:00
by mauvebic
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?
Posted:
Sat Aug 11, 2012 16:03
by Neuromancer
What is holographic cobblestone/stone? How is it different from cobblestone/stone?
Re: [Modpack] Riventest [20120731] [riventest] [staircase]
Posted:
Sat Jan 09, 2016 06:40
by DI3HARD139
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.