[Mod] Unified_Inventory Skins [u_skins]

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Minetestforfun
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Fri Oct 03, 2014 22:32

xxx@Minetest:~/minetest/mods/u_skins$ python ./update_from_db.py
Traceback (most recent call last):
File "./update_from_db.py", line 2, in <module>
from http.client import HTTPConnection
ImportError: No module named http.client
xxx@Minetest:~/minetest/mods/u_skins$ python ./update_from_db2.py
Traceback (most recent call last):
File "./update_from_db2.py", line 5, in <module>
import requests
ImportError: No module named requests


Errr... i think, i have a problem... :)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by mgl » Sun Oct 05, 2014 10:04

Minetestforfun wrote:...

You probably use an outdated version of this mod, because there's no more "update_from_db2.py" script in Krock's latest git.

Clone it and fix the bug (that I forgot to report) in the base64 function call of the "update_from_db.py" script:
Edit: Krock fixed it.

Then, fix your python: the "http.client" module that the scrip "update_from_db.py" uses is in the debian package "python3.2".
Last edited by mgl on Mon Oct 06, 2014 11:51, edited 1 time in total.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Sun Oct 05, 2014 20:23

Thank you for your answer,
But... i don't want use the u_skin of krock, because his mod has less skins :/ (4pages vs 10 pagesin this mod)

Or, a possible merge is conceivable ?
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by mgl » Mon Oct 06, 2014 12:03

Minetestforfun wrote:Thank you for your answer,
But... i don't want use the u_skin of krock, because his mod has less skins :/ (4pages vs 10 pagesin this mod)

Use the script "update_from_db.py" (still talking about Krock's fork) to fetch all the skins available at Addis's website. That's the purpose of this mod. I used it yesterday to download something like 350 skins (25 pages of skins in the game, in the unified_inventory menu).
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Mon Oct 06, 2014 19:22

Thank you, my u_skins DB is now updated (39 pages :D !!!)

(EDIT :
I've problems when i restarted my server => http://imgur.com/B57bga5
Indeed, i's saw 39pages when update the DB of u_skins, but only 25pages appear in-game, for the rest of the skins, i think they are in the screenshot because they can't increase the number of skins above 250 or 25 pages...
It works, but, if i can have 39pages instead of 25 for now, it's btter for the choice of players :)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by mgl » Mon Oct 06, 2014 22:47

Minetestforfun wrote:i's saw 39pages when update the DB of u_skins, but only 25pages appear in-game

Don't take the number of pages displayed by different applications as a reliable information because they don't have the same number of skins per page. Addis currently shows 30 skins per page while unified_inventory has 16 skins per page. "update_from_db.py" claims another number (39) and is probably very wrong (should report the same number as the website, 13, I think) but it downloads all of them anyway.

The script "update_from_db.py" download skins from Addis's website. Count them yourself, count the total number of skins in your unified_inventory screen ans see that they match. You have every skin available.

I don't know why you have meta data errors on so many skins. Maybe all of them. My own log is clean.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Tue Oct 07, 2014 10:35

Minetestforfun wrote:I've problems when i restarted my server => http://imgur.com/B57bga5

I can't reproduce this error with my forked version. Maybe you're using a mix of the original and mine.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Tue Oct 07, 2014 17:37

Actually in my world : 389 skins, and in the Addis's website they have 389 skins...
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Fri Oct 10, 2014 16:56

Hi,

Is it possible to add a variable for interdict skins too small or transparent ?

on a pvp server, if we can see only the eyes and the life bar of an opponent, is a handicap...
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Fri Oct 10, 2014 17:13

Minetestforfun wrote:Is it possible to add a variable for interdict skins too small or transparent ?

on a pvp server, if we can see only the eyes and the life bar of an opponent, is a handicap...

It's not possible to read the "main color" of a texture in Lua.
Ask the server owner to delete the skin's meta.txt file to remove it.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by mtmodder148 » Sun Nov 23, 2014 05:15

I was wondering if you could add a tooltip of the name for each skin, instead of having to click on it to find out. If not then no big deal I just thought that would be cool. I love this mod by the way. And thank you to who ever made the .exe updater...just brilliant. :)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Sun Nov 23, 2014 18:57

mtmodder148 wrote:I was wondering if you could add a tooltip of the name for each skin,

viewtopic.php?p=162689#p162689
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Re: [Mod] Unified_Inventory Skins [u_skins]

by mtmodder148 » Sun Nov 23, 2014 23:09

Thank you for the link.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Gael de Sailly » Fri Jan 02, 2015 20:11

There are now too many skins on his database.
It will be good to implement a new feature to display only our favourites in the list and a "skin search engine".
Last edited by Gael de Sailly on Fri Jan 02, 2015 21:10, edited 1 time in total.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Fri Jan 02, 2015 20:45

I agree it's a good idea Gael, and if we can add a feature to display/hide skin, maybe in a new file with an option true/false for each skin, it will be awesome ! :)
(because actually i need to "hide" / delete skins manually, it's not a very good method, it's boring and take time, and if i update skins database with the python script, i must renew my skins deletion...)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Gael de Sailly » Fri Jan 02, 2015 21:09

I was thinking about an in-game filter, as for the items filter at the right of the unified_inventory formspec.
There are now 422 skins. The classic list with 16 skins per page is not convenient. So it will be awesome to implement a filter. Imagine : you can switch between whole list, filter and your favourites (the ones that you've already used, needs also a feature to be removed from this list).

I'm dreaming. But I give you ideas. I've thought about coding it myself, but I lack time, and the formspec aren't really my field.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Minetestforfun » Sat Jan 03, 2015 00:06

im dreaming also, code these features are out of my range... But it's an awesome upgrade if it's done :)
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by doyousketch2 » Wed Mar 11, 2015 23:43

I was on the Free Pizza Server, and one of the kids using the Android version was having a hard time using your mod, 'cuz the chat apparently over-writes the ability to change skins.

I wonder if there's a way to automatically hide the chat while the skin-change menu is open.

I would think you could simply set
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
flags.show_chat = false


The thing is, that would just hide the chat once the skin-change menu comes up,
but the show_chat wouldn't toggle back to True when you exit out of that menu.

If anyone can figure this out, that'd be great. Maybe add a button to toggle chat on/off, either on the Android GUI, or in the inventory buttons somewhere.
 

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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Thu Mar 12, 2015 17:59

doyousketch2 wrote:I would think you could simply set
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
flags.show_chat = false

It's not possible to control clients to turn it off.
The only soulation for this is to add a chat on/off button for Android clients.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by DI3HARD139 » Sat Mar 21, 2015 17:53

When running generate_previews.sh I get Blender and convert not found errors.
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Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Sun Mar 22, 2015 10:18

DI3HARD139 wrote:When running generate_previews.sh I get Blender and convert not found errors.

You don't need to run that script. It's possible to automatically download the previews from the skin database.

Try this script: https://github.com/SmallJoker/minetest- ... from_db.py
It might be incompatible with this mod version, use the newer one instead.
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