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Advanced TNT:tnta MOD

PostPosted: Tue Jan 31, 2017 16:32
by KGM
TNTA MOD DESCRIPTION

NOTE:tnta is very inefficient, due to this, there is a more advanced and muuuuuuuuuuuuuch more efficient version with muuuuuuuuuuch bigger nukes as well(https://forum.minetest.net/viewtopic.php?f=9&t=16768)(but you may have to remove the other or rename one of them)

the tnta mod adds
  1. explosives

  2. flashbombs

  3. smokebombs

  4. gasbombs

  5. fast burning strings

  6. bunkers under -100

  7. higly resistant steelwall

  8. a craftingtable


like when using tnt,
  1. explosives take time until they explode

  2. there is some burning and explosion sound

  3. you can ignite things by punching them with the torch

  4. you can ignite things by connecting them to meseconnetworks at voltage

  5. you can ignite things by placing igniting nodes next to them

  6. flammable nodes sometimes burst into flames when getting hit by an explosion


furthermore,
  1. many different explosives with different ranges, burntimes, damages and extra bombs

  2. not just items and mobs, but also players are blasted away

  3. they are also blasted farther away

  4. much more particles are spawned and they have different nice textures, too

  5. the explosives and the other bombs can be thrown using left click when pointing at nothing(when landed, they ignite automatically

  6. nodes have different blast resistances calculated automatically

  7. flammable nodes sometimes become coal when getting hit by an explosion

  8. the shape of the crater is irregular but a bit spheroid


Here are some pictures explaining more details:
tntacontent.jpg
tntacontent.jpg (936.1 KiB) Viewed 7190 times


Image

Re: Advanced TNT:tnta MOD

PostPosted: Tue Jan 31, 2017 16:58
by azekill_DIABLO
explosives take time until they explode
--is written two times




not just items and mobs, but also players are blasted away

items, mobs and players are blasted away stronger
--it's the same thing no?

--you can use f12 to take screenshots of minetest screen only, f1 to hide hud (health hotbar) and f2 to hide chat!


THis looks like a very cool mod!!! it has great particle, nice bombs, not too cheap cratfs and it looks awesome! must try!

Re: Advanced TNT:tnta MOD

PostPosted: Tue Jan 31, 2017 19:07
by KGM
I'll change that...

Re: Advanced TNT:tnta MOD

PostPosted: Tue Jan 31, 2017 21:07
by KGM
Thanks!!!

Re: Advanced TNT:tnta MOD

PostPosted: Tue Feb 14, 2017 15:22
by Laser0073
THIS IS AWESOME! How did you get the flash grenade effect?! Thanks man!

Re: Advanced TNT:tnta MOD

PostPosted: Tue Feb 14, 2017 16:31
by azekill_DIABLO
probably a hud element!

Re: Advanced TNT:tnta MOD

PostPosted: Sat Feb 18, 2017 17:06
by KGM
Azekill is right
(use lord of the test orc food as example to see how it works)

Re: Advanced TNT:tnta MOD

PostPosted: Sat Feb 18, 2017 17:12
by the_raven_262
I love it! :D
But those who wield these tnt's shall be named lag-masters :P
And finally my dream of tnt mining comes true Oo
Image
H-Bomb mining.Questionable efficiency but spectacular nonetheless.
(Added fire to light it up)

Re: Advanced TNT:tnta MOD

PostPosted: Sun Feb 19, 2017 08:56
by KGM
I don't know but I think the lag comes from the minetest.set_node() method
(used for the destruction)
during the testing phase,I had bigger explosions but they crashed my computer

Re: Advanced TNT:tnta MOD

PostPosted: Sun Feb 19, 2017 13:43
by azekill_DIABLO
you know, modifying too much node takes a LOT of ressources... the last version on tnt default mod has a new technic that use less ressources. Do you use this mod or another older mod or your own code?

Re: Advanced TNT:tnta MOD

PostPosted: Sun Feb 19, 2017 15:21
by KGM
my mod has no compelling dependencies as I try to avoid them to avoid crashes when other mods are abcent what doesn't mean that there are no extras working when some other mods are installed:

for example If there is no default or no fire mod,
burnable stuff won't burst into flames or coal but simply dissapears instead after an explosion caused by the tnta mod

And yes, I use my own code
(what doesn't mean that I use good code as found in stampy or LOTT MODS as example how to fix some issues)

Re: Advanced TNT:tnta MOD

PostPosted: Thu Feb 23, 2017 02:08
by bigfoot547
Many servers met their untimely demise with this mod.
Good job!

Re: Advanced TNT:tnta MOD

PostPosted: Thu Feb 23, 2017 09:30
by azekill_DIABLO
bigfoot547 wrote:Many servers met their untimely demise with this mod.

That was a big pain for my computer, and i can tell you it's not a weakling.

Re: Advanced TNT:tnta MOD

PostPosted: Fri Feb 24, 2017 09:25
by KGM
Well the problem is an mathematical one:
if you increase a distance by 2
areas increase by 4(2*2)
volumina increase by 8(2*2*2)
During the testing phase, I had a bigger radius for my nukes,
but during the first test, my computer got stuck because my ram is to small(1,8GIB)

Re: Advanced TNT:tnta MOD

PostPosted: Fri Feb 24, 2017 12:04
by azekill_DIABLO
i modified default tnt to make nukes, i think even with a 60 radius my bombs (one i have put 20 of them. so fun!) aren't so laggy. Maybe the number of items generated (because they are not destroyed, they should at least not all appear) adds lags and a high number of entity make the game slower.

Re: Advanced TNT:tnta MOD

PostPosted: Fri Feb 24, 2017 12:12
by azekill_DIABLO
when i told you nuke here is my peronal atomic bomb:

BEFORE:
Image

DURING:
Image

AFTER:
Image

You see? it didn't lagged much, and i don't understand why your mod does more than it... however you could take som inspiration of the giant nuke shroom :)

Re: Advanced TNT:tnta MOD

PostPosted: Fri Feb 24, 2017 15:08
by KGM
How have you fixed the lag? Have you modified the "destruct" function called for every node?

Re: Advanced TNT:tnta MOD

PostPosted: Fri Feb 24, 2017 15:09
by KGM
Now I have an Idea:
May the Items be the problem???!!!

Re: Advanced TNT:tnta MOD

PostPosted: Sat Feb 25, 2017 12:35
by KGM
THANKS FOR MAKING ME THINKING ABOUT EFFICIENCY!!!
HAVE MADE AN ALPHA OF TNTA WORKING WITH VOXELMANIP!!!;)
PERFECT EFFICIENCY => NEARLY NO LAG!!!
HERE AN EXAMPLE
AND I THINK EVEN MORE IS POSSIBLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Image
WILL FIX LAST BUGS AND THEN UPLOAD BETA!!!
THANKS VERY MUCH AZEKILL!!!

Re: Advanced TNT:tnta MOD

PostPosted: Sat Feb 25, 2017 13:26
by KGM
BETA RELEASED:
FIND IT HERE:
https://forum.minetest.net/viewtopic.php?f=9&t=16768
AZEKILL, YOU'LL LOVE IT!

Re: Advanced TNT:tnta MOD

PostPosted: Sat Feb 25, 2017 13:28
by KGM
PS: I haven't added a nukeshroom because it looks irrealistic combined with the craters shape :)

Re: Advanced TNT:tnta MOD

PostPosted: Sat Feb 25, 2017 13:34
by KGM
And yes, I don't use GitHub as well

Re: Advanced TNT:tnta MOD

PostPosted: Sat Feb 25, 2017 13:48
by azekill_DIABLO
Happy to see you've made it! going to try it soon, it looks AWE$OMLY EPIC!!!!

Re: Advanced TNT:tnta MOD

PostPosted: Sat Feb 25, 2017 14:27
by KGM
Well it uses VoxelManip, wich is much faster than set_node()