Doors mod

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PilzAdam
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Doors mod

by PilzAdam » Mon Nov 26, 2012 15:48

Hello everyone!
I have made a new doors mod for upstream. Here are the benefits of it:
  • There is a function to easily register new doors (for other mods)
  • You can register locked doors so that only the player who placed the door can open/remove it
  • The door has a 3D nodebox but is still easy to texture
  • There are less textures (no flipped textures)
  • A locked steel door is added
But there is one problem: The old doors are not full supported. They get converted into the new ones and are still functional, but sometimes some of them are flipped. E.g. a door pointing outside to the house now points inside of it. But the doors are still functional.
So here is my question:
Should this new doors mod be merged upstream?
Please answer in this topic.
 

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RealBadAngel
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by RealBadAngel » Mon Nov 26, 2012 15:50

Definitely. Howgh
 

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Jeija
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by Jeija » Mon Nov 26, 2012 15:51

Should be merged
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by PilzAdam » Mon Nov 26, 2012 15:52

Oh, and also two doors together form a "double door".
 

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BrandonReese
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by BrandonReese » Mon Nov 26, 2012 16:01

Absolutely yes
 

leo_rockway
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by leo_rockway » Mon Nov 26, 2012 17:27

It would be great if these new doors have a SFX. It feels weird closing the door and hearing nothing. There are door sounds in OGA (I have already picked one for closing and one for opening for my own use, hehe).
 

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by mauvebic » Mon Nov 26, 2012 17:36

nbu has a door with sound but its more for metallic doors. Ideally there should be another sound for wooden doors and include that parameter somewhere in the defs.
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Gambit
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by Gambit » Mon Nov 26, 2012 17:56

What about saloon doors?
Last edited by Gambit on Mon Nov 26, 2012 17:57, edited 1 time in total.
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PilzAdam
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by PilzAdam » Tue Nov 27, 2012 15:17

Does anyone have anything against merging the new doors mod?
 

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by jordan4ibanez » Tue Nov 27, 2012 19:19

merge it danmit
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guilleelcapoextra
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by guilleelcapoextra » Tue Nov 27, 2012 20:47

RealBadAngel wrote:Definitely. Howgh


hears a question when you fix the Technic mod
 

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guilleelcapoextra
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by guilleelcapoextra » Tue Nov 27, 2012 20:48

no secreshot
 

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PilzAdam
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by PilzAdam » Wed Nov 28, 2012 15:27

I merged it.
 

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BrandonReese
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by BrandonReese » Wed Nov 28, 2012 16:29

Is this in minetest_game or is it a C++ change?
 

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by PilzAdam » Wed Nov 28, 2012 16:32

BrandonReese wrote:Is this in minetest_game or is it a C++ change?

Lua only.
 

jin_xi
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by jin_xi » Wed Nov 28, 2012 22:27

i don't like the fact that upper and lower part of the door have their own selection box. this can easily be changed:


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
function doors:register_door(name, def)
    def.groups.not_in_creative_inventory = 1
   
    local box = {{-0.5, -0.5, -0.5,   0.5, 0.5, -0.5+1.5/16}}
    local topbox = {{-0.5, -1.5, -0.5,   0.5, 0.5, -0.5+1.5/16}}
    local bottombox = {{-0.5, -0.5, -0.5,   0.5, 1.5, -0.5+1.5/16}}

    if not def.node_box_bottom then
        def.node_box_bottom = box
    end
    if not def.node_box_top then
        def.node_box_top = box
    end
    if not def.selection_box_bottom then
        def.selection_box_bottom = bottombox
    end
    if not def.selection_box_top then
        def.selection_box_top = topbox
    end
        ...


this way both upper and lower part have the same, two node high selectionbox. i prefer this look and hope this can be changed.

edit: fix boxes...
Last edited by jin_xi on Thu Nov 29, 2012 15:36, edited 1 time in total.
 

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by nomohakon » Thu Nov 29, 2012 00:43

leo_rockway wrote:It would be great if these new doors have a SFX. It feels weird closing the door and hearing nothing. There are door sounds in OGA (I have already picked one for closing and one for opening for my own use, hehe).

good door are silent.
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