Page 1 of 4

My Fork and what I'm Doing. [Minetest-C55]

PostPosted: Sun Aug 14, 2011 11:35
by No-Half-Measures
[h]My Minetest-c55 Work[/h]

What I'm Doing
Project Progress Branch Links
+ More minerals & Precious Stones. [Coming soon]
+ Coloured Glass & Dyes. [In Progress] [Minetest C55]
+ Basic Alchemy. [Coming soon]

ABOUT

- More Minerals & PStones
This is quiet Straight Forward and I will probably Start Work on them Once Lava is done. How ever the need to be given a use otherwise they are Pointless so i am open to suggestions, though Armour I will try and avoid as I believe given the current Damage system it may be abit complicated without re-writing the damage system. I may be wrong though as I am yet to look into it.

- Gathering & Placing Water
Buckets, I sure you know what they are used for. Yes Gathering water and then spilling it everywhere!
I though about Making it so you in-theory Pick up water blocks but then had another idea!

6 Cacti + Bucket = Bucket of Water.
Example:
Image

This way we minimize Greifing with water.

- Coloured Glass
Before I start on this I want to make a better way to Handel Textures which involes;

[Progress]
+ Organised Textures
+ Red, Green & Blue Glass Texture(s) Done.
+ Added Red Flower(s) to World Gen. <Can be found in Jungle Regions.>
+ Blue Glass Block(s) Added
+ Blue Glass Craft-able..

Textures Done
By: dannydark
Flowers: (Blue | Red | Yellow | Orange | Purple | Black | White)
[img=Blue Flower]http://88.208.231.179/minetest/flower_blue.png[/img] | [img=Red Flower]http://88.208.231.179/minetest/flower_red.png[/img] | [img=Yellow Flower]http://88.208.231.179/minetest/flower_yellow.png[/img] | [img=Orange Flower]http://88.208.231.179/minetest/flower_orange.png[/img] | [img=Purple Flower]http://88.208.231.179/minetest/flower_purple.png[/img] | [img=Black Flower]http://88.208.231.179/minetest/flower_black.png[/img] | [img=White Flower]http://88.208.231.179/minetest/flower_white.png[/img]
Beakers: (Empty | Water)
[img=Beaker Empty]http://88.208.231.179/minetest/beaker_empty.png[/img] | [img=Beaker Water]http://88.208.231.179/minetest/beaker_water.png[/img]
Beakers with dye: (Red | Blue | Orange | Cyan | Green | Black | White | Yellow | Pink | Purple | Violet)
[img=Red Dye]http://88.208.231.179/minetest/beaker_red_dye.png[/img] | [img=Blue Dye]http://88.208.231.179/minetest/beaker_blue_dye.png[/img] | [img=Orange Dye]http://88.208.231.179/minetest/beaker_orange_dye.png[/img] | [img=Cyan Dye]http://88.208.231.179/minetest/beaker_cyan_dye.png[/img] | [img=Green Dye]http://88.208.231.179/minetest/beaker_green_dye.png[/img] | [img=Black Dye]http://88.208.231.179/minetest/beaker_black_dye.png[/img] | [img=White Dye]http://88.208.231.179/minetest/beaker_white_dye.png[/img] | [img=Yellow Dye]http://88.208.231.179/minetest/beaker_yellow_dye.png[/img] | [img=Pink Dye]http://88.208.231.179/minetest/beaker_pink_dye.png[/img] | [img=Purple Dye]http://88.208.231.179/minetest/beaker_purple_dye.png[/img] | [img=Violet Dye]http://88.208.231.179/minetest/beaker_violet_dye.png[/img]
Powder colours: (Red | Blue | Orange | Cyan | Green | Black | White | Yellow | Pink | Purple | Violet)
[img=Red Powder]http://88.208.231.179/minetest/powder_red.png[/img] | [img=Blue Powder]http://88.208.231.179/minetest/powder_blue.png[/img] | [img=Orange Powder]http://88.208.231.179/minetest/powder_orange.png[/img] | [img=Cyan Powder]http://88.208.231.179/minetest/powder_cyan.png[/img] | [img=Green Powder]http://88.208.231.179/minetest/powder_green.png[/img] | [img=Black Powder]http://88.208.231.179/minetest/powder_black.png[/img] | [img=White Powder]http://88.208.231.179/minetest/powder_white.png[/img] | [img=Yellow Powder]http://88.208.231.179/minetest/powder_yellow.png[/img] | [img=Pink Powder]http://88.208.231.179/minetest/powder_pink.png[/img] | [img=Purple Powder]http://88.208.231.179/minetest/powder_purple.png[/img] | [img=Violet Powder]http://88.208.231.179/minetest/powder_violet.png[/img]

Textures Needed

+ Violet Beakers(s) of Dye [16x16]
+ Yellow, Red, Yellow, Blue, Green, Purple, Black, Orange, White Dust [16x16]

PostPosted: Sun Aug 14, 2011 11:55
by Calinou
Looks nice :)
Stained glass would need halfly transparent textures, hard to do.

PostPosted: Sun Aug 14, 2011 12:33
by No-Half-Measures
Calinou wrote:Looks nice :)
Stained glass would need halfly transparent textures, hard to do.



Thanks =]
Actually its not at all that hard to do, the only Part that Is hard is How to Make them with materials since currently there isn't much that seems logical to use to do so. But I have a Few idea's on that Part.

PostPosted: Sun Aug 14, 2011 14:01
by Karlas
Yeah,about your fork....:
Scanning dependencies of target jthread
Scanning dependencies of target sqlite3
[ 0%] Building CXX object src/jthread/CMakeFiles/jthread.dir/pthread/jmutex.cpp.o
[ 1%] Building C object src/sqlite/CMakeFiles/sqlite3.dir/sqlite3.c.o
[ 2%] Building CXX object src/jthread/CMakeFiles/jthread.dir/pthread/jthread.cpp.o
Linking CXX static library libjthread.a
[ 2%] Built target jthread
Scanning dependencies of target translations
[ 2%] mo-update [it]: Creating locale directory.
[ 2%] mo-update [de]: Creating locale directory.
[ 2%] mo-update [fr]: Creating locale directory.
[ 2%] mo-update [it]: Creating mo file.
[ 2%] mo-update [de]: Creating mo file.
[ 2%] mo-update [fr]: Creating mo file.
[ 2%] mo update
[ 9%] Built target translations
Linking C static library libsqlite3.a
[ 9%] Built target sqlite3
Scanning dependencies of target minetest-delta
Scanning dependencies of target minetest-deltaserver
[ 10%] Building CXX object src/CMakeFiles/minetest-deltaserver.dir/content_sao.cpp.o
[ 11%] Building CXX object src/CMakeFiles/minetest-delta.dir/content_sao.cpp.o
[ 12%] Building CXX object src/CMakeFiles/minetest-deltaserver.dir/mapgen.cpp.o
[ 13%] Building CXX object src/CMakeFiles/minetest-delta.dir/mapgen.cpp.o
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
At global scope:
cc1plus: warning: unrecognized command line option "-Wno-unused-but-set-variable"
make[2]: *** [src/CMakeFiles/minetest-deltaserver.dir/mapgen.cpp.o] Error 1
make[1]: *** [src/CMakeFiles/minetest-deltaserver.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
[ 14%] Building CXX object src/CMakeFiles/minetest-delta.dir/content_inventory.cpp.o
At global scope:
cc1plus: warning: unrecognized command line option "-Wno-unused-but-set-variable"
make[2]: *** [src/CMakeFiles/minetest-delta.dir/mapgen.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [src/CMakeFiles/minetest-delta.dir/all] Error 2
make: *** [all] Error 2
k@K50IJ:~/Desktop/No-Half-Measures-minetest-delta-bf19c8d$

PostPosted: Sun Aug 14, 2011 17:29
by No-Half-Measures
Karlas wrote:Yeah,about your fork....:
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
Scanning dependencies of target jthread
Scanning dependencies of target sqlite3
[  0%] Building CXX object src/jthread/CMakeFiles/jthread.dir/pthread/jmutex.cpp.o
[  1%] Building C object src/sqlite/CMakeFiles/sqlite3.dir/sqlite3.c.o
[  2%] Building CXX object src/jthread/CMakeFiles/jthread.dir/pthread/jthread.cpp.o
Linking CXX static library libjthread.a
[  2%] Built target jthread
Scanning dependencies of target translations
[  2%] mo-update [it]: Creating locale directory.
[  2%] mo-update [de]: Creating locale directory.
[  2%] mo-update [fr]: Creating locale directory.
[  2%] mo-update [it]: Creating mo file.
[  2%] mo-update [de]: Creating mo file.
[  2%] mo-update [fr]: Creating mo file.
[  2%] mo update
[  9%] Built target translations
Linking C static library libsqlite3.a
[  9%] Built target sqlite3
Scanning dependencies of target minetest-delta
Scanning dependencies of target minetest-deltaserver
[ 10%] Building CXX object src/CMakeFiles/minetest-deltaserver.dir/content_sao.cpp.o
[ 11%] Building CXX object src/CMakeFiles/minetest-delta.dir/content_sao.cpp.o
[ 12%] Building CXX object src/CMakeFiles/minetest-deltaserver.dir/mapgen.cpp.o
[ 13%] Building CXX object src/CMakeFiles/minetest-delta.dir/mapgen.cpp.o
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
At global scope:
cc1plus: warning: unrecognized command line option "-Wno-unused-but-set-variable"
make[2]: *** [src/CMakeFiles/minetest-deltaserver.dir/mapgen.cpp.o] Error 1
make[1]: *** [src/CMakeFiles/minetest-deltaserver.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
[ 14%] Building CXX object src/CMakeFiles/minetest-delta.dir/content_inventory.cpp.o
At global scope:
cc1plus: warning: unrecognized command line option "-Wno-unused-but-set-variable"
make[2]: *** [src/CMakeFiles/minetest-delta.dir/mapgen.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [src/CMakeFiles/minetest-delta.dir/all] Error 2
make: *** [all] Error 2
k@K50IJ:~/Desktop/No-Half-Measures-minetest-delta-bf19c8d$


Please Use the 'code' Tags in future ¬.¬

Hmm didn't notice the Last Merge Broke it.
Working on it now.

PostPosted: Sun Aug 14, 2011 17:43
by Karlas
K sorry for that!But atleast you know that there is a bug :P

PostPosted: Sun Aug 14, 2011 18:31
by No-Half-Measures
Karlas wrote:K sorry for that!But atleast you know that there is a bug :P


Yeah ^^ I didn't realise the mapnode header had been changed so lava needed a few changes to it, also It did merge badly as there was a header file not being include in some of the GUI files using the weget thing.

I've fixed all the Problems and updated the Code on GitHub.

Use:
https://github.com/No-Half-Measures/minetest-delta/tree/dev_lava

As i made a mess up with the lower case 'master' so its now 'Master'

PostPosted: Sun Aug 14, 2011 19:09
by Karlas
Thanks,really wanted to try it :D

PostPosted: Sun Aug 14, 2011 19:13
by No-Half-Measures
Karlas wrote:Thanks,really wanted to try it :D


Just remember its still in development and that;
It Does Generate into the World but not how I would like it to.
It doesn't Flow After its generated if it can flow.
Flows too fast.

PostPosted: Sun Aug 14, 2011 19:16
by Karlas
I`m only testing :)

PostPosted: Sun Aug 14, 2011 19:17
by Karlas
Oh btw.Where do you use chain ingame?

PostPosted: Sun Aug 14, 2011 19:28
by neko259
I think your water picking method is not realistic. I like minecraft's one more. Maybe, for anti-griefing purposes you can add a config in minetest.conf for picking water blocks.
The cacti idea is good anyway. But I'd like to see both water blocks farming and cacti farming.

PostPosted: Sun Aug 14, 2011 19:32
by dannydark
With regards to your organised folders I like that idea, but maybe all the texture related folders should be added to a top level texture folder? that way once audio is added that too can be put into the data folder without getting mixed up with all the textures etc.

Example:
/data/textures
/data/textures/gui
/data/textures/glass
/data/textures/minerals
/data/textures/items
/data/textures/mobs
/data/audio
/data/audio/ambient
...etc

What do you think? :)

PostPosted: Sun Aug 14, 2011 19:43
by No-Half-Measures
neko259 wrote:I think your water picking method is not realistic. I like minecraft's one more. Maybe, for anti-griefing purposes you can add a config in minetest.conf for picking water blocks.
The cacti idea is good anyway. But I'd like to see both water blocks farming and cacti farming.


The Cacti idea was because as far as I am aware Player pointers Don't pick up WATER thus making it hard to pick up water when the Pointer doesn't Detect it. Though I may be wrong if so then id be sure to try and make water how ever im still learn this engines ins and outs.

neko259 wrote:I think your water picking method is not realistic.


Personally I think Players need to Snap out the Realism thing, That's players in general on any platform on any game, Realism takes the fun out of things.



dannydark wrote:With regards to your organised folders I like that idea, but maybe all the texture related folders should be added to a top level texture folder? that way once audio is added that too can be put into the data folder without getting mixed up with all the textures etc.

Example:
/data/textures
/data/textures/gui
/data/textures/glass
/data/textures/minerals
/data/textures/items
/data/textures/mobs
/data/audio
/data/audio/ambient
...etc

What do you think? :)



Great =D. My example was mealy a quick think example ^^



Karlas wrote:Oh btw.Where do you use chain ingame?



That's a block in-progress ^^ I'll try and fully implement that tonight.



Also I'm going to be adding Into C55 as Patch Sets. Read about Patch Sets Below.
http://celeron.55.lt/~celeron55/minetest/wiki/doku.php?id=patchsets

PostPosted: Mon Aug 15, 2011 15:20
by dannydark
You know I was actually thinking of the coloured glass last night and had an idea, Firstly I think there should be more ores! :D but I don't think these ores should be related to colouring glass etc as we could end up having ton's of ores with no real value.

I think it would be a better idea to have to make dyes from flowers (like in minecraft) because no one would question why there are so many different coloured flowers and certain flowers could be limited to only grow in jungle areas, others in deep caves and some high up on mountains.

Now in order to dye the glass what if we where to add an extra space to the furnace so that you can smelt two items at once, that way you would make coloured glass by adding sand to one slot and a coloured dye to the other slot. :)

hope this all makes sense....I was on nights last night n have only just woke up so still a bit slow...haha

Example: :)
[img=Stained Glass Furnace Example]http://img710.imageshack.us/img710/7888/stainedglassfurnace.png[/img]

PostPosted: Mon Aug 15, 2011 23:26
by No-Half-Measures
@dannydark Great Idea, Not 100% on the Extra slot in the furnace could see some problems with that but none the less its probably best than making a new block.

PostPosted: Tue Aug 16, 2011 08:38
by No-Half-Measures
It appears Celeron is now starting on adding Lava in too @;

https://github.com/celeron55/minetest/tree/lava

I'm not sure how implemented it is but check it out. I will not bother with lava now so onwards with Coloured Glass!

PostPosted: Tue Aug 16, 2011 12:22
by No-Half-Measures
Since the Coloured Glass style has too be the same how should it be done? 1, 2, 3 or 4?

Image

PostPosted: Tue Aug 16, 2011 12:27
by Calinou
2 is the best IMO.

PostPosted: Tue Aug 16, 2011 12:29
by No-Half-Measures
Calinou wrote:2 is the best IMO.


Just Updated the Image with 2 other ways too so you may change your mind ;]

PostPosted: Tue Aug 16, 2011 13:32
by kddekadenz
You robbed my idea :D

PostPosted: Tue Aug 16, 2011 13:49
by No-Half-Measures
Found out the hard way that Currently this Doesn't support Opacity on layers =/

PostPosted: Tue Aug 16, 2011 18:59
by dannydark
I like the 2nd one best me thinks, also how are you trying to do it? I got it transparency working when I started doing a stained glass update (which I then found out you had started so I ditched it haha).

I basically just duplicated the glass material setup a few times for the different colours and changed the material name (to match the colours) and changed the material type to "EMT_TRANSPARENT_ADD_COLOR".

Change this:
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
// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_glass = g_texturesource->getTexture(
        g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);


To this:
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
// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
AtlasPointer pa_glass = g_texturesource->getTexture(
        g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);


Hope this helps :)

PostPosted: Tue Aug 16, 2011 20:35
by No-Half-Measures
@dannydark Hehe thanks!
Btw you more than welcome to link me what you already did and i can merge it in hopfully speeding up the process as this isnt just adding coloured glass in its Re-arranging the Textures and adding Dyes in too and the stuff to gen into world to make the dyes.

PostPosted: Sun Aug 21, 2011 15:59
by No-Half-Measures
A little update regarding coloured glass.

I've been busy with private projects of mine and the little time i have i have put into playing about with Textures to get the best Results for Coloured Glass, Shamefully Alpha Channelling has failed and would have had the best result so Im now back to ADD_COLOR which isn't great but it will do for the time being. Using that comes out with the following Results;

Day/Night:
Image

Now for the Other colours and how to make them.

PostPosted: Mon Aug 22, 2011 13:59
by kddekadenz
Why the screenshot looks so weird?
The ADD_COLOR has an advantage: there are no extra textures needed, means it doesn't get much bigger.

PostPosted: Mon Aug 22, 2011 22:13
by No-Half-Measures
kddekadenz wrote:Why the screenshot looks so weird?
The ADD_COLOR has an advantage: there are no extra textures needed, means it doesn't get much bigger.


EMT_TRANSPARENT_ADD_COLOR Works on colour to Pick up on transparency.
So Black is invisible and White is Solid, Thus Meaning you actually still need a texture for Each colour you want.

There probably is a way to add colour as an Overlay rather than a New texture and I will look into it.

And the screen shot shows night and day look of it ;>

PostPosted: Tue Aug 23, 2011 03:58
by No-Half-Measures
Red Flowers for Red Dye!

Image

I'm no Pixel Artist so if someone Would like to make a supply me a red flower 16x16 Sprite i would be thankful, also to you Pixel artists Please see OP for a list of Texture I Will need, It will be Updated Frequently so keep and eye on it.

Thanks in Advance.

PostPosted: Tue Aug 23, 2011 10:06
by dannydark
Looking nice :D I will try to come up with some textures for you after work today if no-one else does in the meantime :)

PostPosted: Tue Aug 23, 2011 10:25
by No-Half-Measures
dannydark wrote:Looking nice :D I will try to come up with some textures for you after work today if no-one else does in the meantime :)


Looking Forward to seeing them :D
If you see some that someone's posted and you think you can do better then please do so ^^

EDIT:

What do you guys think is better?

Red Flower = Red Dye
Votes: 0

OR

Red Flower = Red Dust
Red Dust + Bottle of Water = Red Dye in a bottle

Votes: 2

?