[Mod] xDoors² [1] [xdoors2]

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xyz
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[Mod] xDoors² [1] [xdoors2]

by xyz » Sat Aug 11, 2012 11:20

This mod is designed to replace (again) default doors. Unlike xDoors those doors consist of 2 nodes and have correct texture. They're also much smarter: place one door near another (like on picture, firstly you place left one, then right one) and it'll rotate to create "double doors".

Image

Code license: WTFPL
Texture license: same as default doors textures (CC BY-SA 3.0)
Dependencies: default

Changelog:
  • 1 — initial release

Notice: You should remove default "doors" mod, "doorsplus", "xdoors", etc. to make this mod work correctly.

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Cooper
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by Cooper » Sat Aug 11, 2012 14:31

Cool.This should be in default game
TACOS!!!!!!!!!!!!!!!!!!!!!!!!!
 

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mrtux
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by mrtux » Sun Aug 12, 2012 00:38

Nice mod! + 1000
Finally I can make double doors on my house and other buildings on my server :)
thanks doge
 

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aFoxNamedMorris
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by aFoxNamedMorris » Mon Aug 13, 2012 00:56

Are these 3D like the old mod? I'd like to see both rolled into one, if possible.
 

jin_xi
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by jin_xi » Mon Aug 13, 2012 06:07

i'd make the selection box for both nodes two nodes high to give better look, ando only allow this type of selection on barn doors.
 

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xyz
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by xyz » Mon Aug 13, 2012 09:30

aFoxNamedMorris wrote:Are these 3D like the old mod? I'd like to see both rolled into one, if possible.

Yes, that's (not complectly) rewrite of xdoors mod. It's just better so you should use this one.
 

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aFoxNamedMorris
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by aFoxNamedMorris » Mon Aug 13, 2012 20:29

Awesome! n.n Thanks a ton. This is very fun.
 

cornernote
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by cornernote » Tue Aug 14, 2012 00:16

You should make your door textures the same filename as the default images so that my texturepack overwrites the xdoors2 images. Not the sides/top/bottom ... just the front/back:

door_wood_a.png
door_wood_a_r.png
door_wood_b.png
door_wood_b_r.png
 

Blackthorne
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by Blackthorne » Thu Aug 16, 2012 04:29

It's nice, but it seems that you can only go THROUGH one of the doors, unless there's something essential I'm missing here. It also is just a little hard to place the doors unless I click on the very edge of the first door I placed. Otherwise they really don't flip. Nice mod, though.
 

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xyz
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by xyz » Thu Aug 16, 2012 10:27

Blackthorne wrote:It's nice, but it seems that you can only go THROUGH one of the doors, unless there's something essential I'm missing here. It also is just a little hard to place the doors unless I click on the very edge of the first door I placed. Otherwise they really don't flip. Nice mod, though.

That's strange because I can easily go through line between two doors (if I understood you correctly). Also there is no need to place double doors in such manner, just do like this: 1 2.
 

Blackthorne
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by Blackthorne » Thu Aug 16, 2012 17:46

xyz wrote:
Blackthorne wrote:It's nice, but it seems that you can only go THROUGH one of the doors, unless there's something essential I'm missing here. It also is just a little hard to place the doors unless I click on the very edge of the first door I placed. Otherwise they really don't flip. Nice mod, though.

That's strange because I can easily go through line between two doors (if I understood you correctly). Also there is no need to place double doors in such manner, just do like this: 1 2.

I did precisely that, but they didn't flip. Perhaps it's because I'm on the latest STABLE. Not the latest dev.

EDIT: Case in point.
Image
Image
Last edited by Blackthorne on Thu Aug 16, 2012 17:55, edited 1 time in total.
 

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xyz
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by xyz » Thu Aug 16, 2012 20:57

Blackthorne wrote:I did precisely that, but they didn't flip. Perhaps it's because I'm on the latest STABLE. Not the latest dev.

It seems you're using default "doors" mod. You should remove it because its recipe conflicts with mine.
 

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jordan4ibanez
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by jordan4ibanez » Wed Sep 19, 2012 19:46

these should be in default_game
If you can think it, you can make it.
 

cornernote
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by cornernote » Wed Sep 19, 2012 22:49

jordan4ibanez wrote:these should be in default_game


yep, they are a great replacement for doors
 

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PilzAdam
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by PilzAdam » Thu Sep 20, 2012 10:08

jordan4ibanez wrote:these should be in default_game

+1
 

lord_james
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by lord_james » Thu Oct 04, 2012 23:41

These doors are cool but I don't like placing a door while I'm pointing the side of a block. I tweaked the code. Now, a door only is placed if you point ON a block:

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
minetest.register_node("xdoors2:door", {
    description = "Wooden Door",
    node_placement_prediction = "",
    inventory_image = 'xdoors2_door.png',
    wield_image = 'xdoors2_door.png',
    stack_max = 1,
    on_place = function(itemstack, placer, pointed_thing)
        local above = pointed_thing.above
        local under = pointed_thing.under
        local vectorabun = above.y - under.y

        -- there should be 2 empty nodes
        if minetest.env:get_node({x = above.x, y = above.y + 1, z = above.z}).name ~= "air" or vectorabun ~= 1 then
            return itemstack
        end
        -- ETC, ETC
)


I hope you like this improvement for your proyect
 

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Jordach
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by Jordach » Sun Oct 07, 2012 09:47

ATTENTION:

https://github.com/Jordach/xDoors2

This is my fork that allows "any" texture, rather than the forced cross on the door window, enjoy texture pack makers.

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My image and media server is back online and is functioning as normal.
 

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Nightfighter
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by Nightfighter » Sun Oct 07, 2012 12:55

This should be cool+2
Last edited by Nightfighter on Sun Oct 07, 2012 12:55, edited 1 time in total.
my mods: Concrete Invisiblocks
more coming out soon
mods are cool!!
 


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