Making a program to help making of mods/games

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Death Dealer
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by Death Dealer » Wed Apr 04, 2012 23:10

Another revision^-^
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Keep calm and code python^_^
 

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Jordach
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by Jordach » Wed Apr 04, 2012 23:13

death, we have a winner! :D

edit: my 1234th post! :D
Last edited by Jordach on Wed Apr 04, 2012 23:14, edited 1 time in total.

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

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Death Dealer
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by Death Dealer » Wed Apr 04, 2012 23:14

ok ikjoel wont be on for a couple days, just so ya know.
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Death Dealer
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by Death Dealer » Wed Apr 04, 2012 23:15

Jordach wrote:death, we have a winner! :D

thanks:D i cant wait till its an actual program..
Keep calm and code python^_^
 

lkjoel
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by lkjoel » Thu Apr 05, 2012 00:32

Death Dealer wrote:ok ikjoel wont be on for a couple days, just so ya know.

why not? btw, I like your design. What's the "block guide" about though?
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

jn
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by jn » Thu Apr 05, 2012 01:03

lkjoel wrote:ok, a question to experienced modders (or anyone who can answer this question lol): what's is_ground_content? What does it do?

It is currently only used in the map generator when generating jungle grass, but I imagine that it could help deciding what to put into the texture atlas (tile.cpp, TextureSource::buildMainAtlas).
 

lkjoel
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by lkjoel » Thu Apr 05, 2012 01:24

jn wrote:
lkjoel wrote:ok, a question to experienced modders (or anyone who can answer this question lol): what's is_ground_content? What does it do?

It is currently only used in the map generator when generating jungle grass, but I imagine that it could help deciding what to put into the texture atlas (tile.cpp, TextureSource::buildMainAtlas).

Oh, I get it, so it does not affect gameplay, only the map generator, and it generates it on the ground, correct?
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

lkjoel
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by lkjoel » Thu Apr 05, 2012 01:30

Could someone explain to me these fields?
  • paramtype
  • paramtype2
  • walkable
  • buildable_to
  • selection_box
Thanks! I just need to make sure everyone who is using this tool can understand what they mean :)
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

jn
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by jn » Thu Apr 05, 2012 01:50

buildable_to fell victim to a sad confusion: Although it is documented and named to indicate whether one can "attach" nodes to a given node, it really indicates whether one can replace it by simply placing a node (it's true for water, lava and such).
walkable means you can walk through it.
 

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by RabbiBob » Thu Apr 05, 2012 01:55

jn wrote:buildable_to fell victim to a sad confusion: Although it is documented and named to indicate whether one can "attach" nodes to a given node, it really indicates whether one can replace it by simply placing a node (it's true for water, lava and such).


To further the example, I make use of this in my rather choppy 'Water - Lava Removal' video, where placing a node in the space of the lead water or lava node starts the removal chain.
 

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Death Dealer
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by Death Dealer » Thu Apr 05, 2012 04:07

lkjoel wrote:
Death Dealer wrote:ok ikjoel wont be on for a couple days, just so ya know.

why not? btw, I like your design. What's the "block guide" about though?

I'm work like 50 miles away from my house and computer. So I cant do any editing unfortunently. And that was ment to say "Fuel guide" to set the furnace to smelt certain block better with certain materials as an option. I'm not sure what I was doing wrighting block guide. Sorry for the confusion.
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lkjoel
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by lkjoel » Thu Apr 05, 2012 04:29

jn wrote:buildable_to fell victim to a sad confusion: Although it is documented and named to indicate whether one can "attach" nodes to a given node, it really indicates whether one can replace it by simply placing a node (it's true for water, lava and such).
walkable means you can walk through it.

Thanks! What about the other ones?
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

lkjoel
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by lkjoel » Thu Apr 05, 2012 04:31

Death Dealer wrote:
lkjoel wrote:
Death Dealer wrote:ok ikjoel wont be on for a couple days, just so ya know.

why not? btw, I like your design. What's the "block guide" about though?

I'm work like 50 miles away from my house and computer. So I cant do any editing unfortunently. And that was ment to say "Fuel guide" to set the furnace to smelt certain block better with certain materials as an option. I'm not sure what I was doing wrighting block guide. Sorry for the confusion.

Oh, I get it. I thought you mean't that I would be away for a couple of days lol. I see... I think I'll just have a "help" tooltip on each option instead.
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

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Death Dealer
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by Death Dealer » Thu Apr 05, 2012 04:34

lkjoel wrote:
Death Dealer wrote:
lkjoel wrote:why not? btw, I like your design. What's the "block guide" about though?

I'm work like 50 miles away from my house and computer. So I cant do any editing unfortunently. And that was ment to say "Fuel guide" to set the furnace to smelt certain block better with certain materials as an option. I'm not sure what I was doing wrighting block guide. Sorry for the confusion.

Oh, I get it. I thought you mean't that I would be away for a couple of days lol. I see... I think I'll just have a "help" tooltip on each option instead.

Good idea:D
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kahrl
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by kahrl » Thu Apr 05, 2012 08:01

paramtype and paramtype2 determine what the 8-bit param1 and the 4-bit paramtype2 of each node are used for, respectively.

paramtype may be 'none' (= default) or 'light'. If it's 'light', light passed through the node. This is true for air and liquids but also torches, fences, glass, leaves, ladders, rails and so on. Note that there's also a field sunlight_propagates.

paramtype2 may be 'none' (= default), 'full', 'flowingliquid', 'facedir' or 'wallmounted'. 'full' means param2 is extended to 8 bits and may be used freely by the mod (with 'none' it's 4 bits). 'flowingliquid' should be used whenever drawtype is 'flowingliquid' and liquidtype is 'flowing'. 'facedir' is used for chests and furnaces and rotates the node based on how it's been placed. 'wallmounted' means the node can be placed on any side of another node, like torches and signs.

selection_box is the box used when you are pointing at the node.
 

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bgsmithjr
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by bgsmithjr » Thu Apr 05, 2012 09:59

What does it mean 8 bit and 4 bit. I know that the bits store data, and they are all ones and twos, do i type in paramtype2 = 01001101 for place my mf'ing block with a swagger?
Last edited by bgsmithjr on Thu Apr 05, 2012 09:59, edited 1 time in total.
 

lkjoel
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by lkjoel » Thu Apr 05, 2012 19:51

kahrl wrote:paramtype and paramtype2 determine what the 8-bit param1 and the 4-bit paramtype2 of each node are used for, respectively.

paramtype may be 'none' (= default) or 'light'. If it's 'light', light passed through the node. This is true for air and liquids but also torches, fences, glass, leaves, ladders, rails and so on. Note that there's also a field sunlight_propagates.

paramtype2 may be 'none' (= default), 'full', 'flowingliquid', 'facedir' or 'wallmounted'. 'full' means param2 is extended to 8 bits and may be used freely by the mod (with 'none' it's 4 bits). 'flowingliquid' should be used whenever drawtype is 'flowingliquid' and liquidtype is 'flowing'. 'facedir' is used for chests and furnaces and rotates the node based on how it's been placed. 'wallmounted' means the node can be placed on any side of another node, like torches and signs.

selection_box is the box used when you are pointing at the node.

Thanks!
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

lkjoel
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by lkjoel » Thu Apr 05, 2012 20:05

bgsmithjr wrote:What does it mean 8 bit and 4 bit. I know that the bits store data, and they are all ones and twos, do i type in paramtype2 = 01001101 for place my mf'ing block with a swagger?

No, just type the actual text. I think it's how they are compressed (c55 has quite a number of functions on serialization). I don't think we need to worry about that too much :)
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

lkjoel
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by lkjoel » Fri Apr 06, 2012 05:55

I'm now making the default HTML code for making a new block (trust me, this is a LOT of work!)... I hope to have the HTML part of the code done soon :)
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

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by bgsmithjr » Fri Apr 06, 2012 06:01

This is great. Now I will have a floor mod, with 100 carpet, 100 tile, 100 siding, 100 brick, 100 stone, 100 grass types, and you will never feel that there are a limited number of blocks ever again.
 

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by Death Dealer » Fri Apr 06, 2012 15:51

bgsmithjr wrote:This is great. Now I will have a floor mod, with 100 carpet, 100 tile, 100 siding, 100 brick, 100 stone, 100 grass types, and you will never feel that there are a limited number of blocks ever again.

Yes this will be very usefull indeed^_^
Keep calm and code python^_^
 

SelfishCar
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by SelfishCar » Fri Apr 06, 2012 17:48

Wow! Already 230 (+1 with me!) replies. And about 2000 views.
It seems like there are a lot of people that are really curious about this mod(creator)!

Keep up the good work. Wish you all the luck!!!
Last edited by SelfishCar on Wed Apr 11, 2012 18:33, edited 1 time in total.
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jn
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by jn » Sun Apr 08, 2012 16:48

This is not going to be a mod.
 

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by Death Dealer » Sun Apr 08, 2012 17:44

jn wrote:This is not going to be a mod.

It will be a mod creator. It will happen. It's a lot of code give it some time.
Keep calm and code python^_^
 

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Death Dealer
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by Death Dealer » Sun Apr 08, 2012 17:48

An update from ikjoel would be nice tho^.^
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Jordach
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by Jordach » Sun Apr 08, 2012 17:48

When is next updates??! No info has been shown to us!!! Btw, Death how did you know HTML. That scares me. O.O

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Death Dealer
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by Death Dealer » Sun Apr 08, 2012 17:50

Jordach wrote:When is next updates??! No info has been shown to us!!! Btw, Death how did you know HTML. That scares me. O.O

*sinical laugh* Muahahahahaha:D
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jn
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by jn » Sun Apr 08, 2012 18:24

Death Dealer wrote:
jn wrote:This is not going to be a mod.

It will be a mod creator. It will happen. It's a lot of code give it some time.

Sure, I wasn't trying to be negative about it.
 

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Death Dealer
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by Death Dealer » Sun Apr 08, 2012 18:55

ok a revision of the layout of the GUI^_^ may be the final revision, unless i think of something:D
Image


Image
Last edited by Death Dealer on Sun Apr 08, 2012 19:40, edited 1 time in total.
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by IPushButton2653 » Sun Apr 08, 2012 18:57

I need this bad >.<
 

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