[Modpack] 3D Armor [0.4.8] [minetest-3d_armor]

User avatar
BlockMen
Member
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen

by BlockMen » Fri Sep 13, 2013 11:34

jojoa1997 wrote:What does the def.name do?


It is
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
armor.def[name]
and it stores the armor state of player name
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Fri Sep 13, 2013 17:59

BlockMen wrote:
stu wrote:Merged, I trust that you have tested it as I have not had a chance yet, it looks pretty harmless.
Thank you for adding armor support to your HUD.


Thanks!, i havent thought you would be so quick. Yes, i tested it alot and even later so i noticed an issue. It causes a crash if ppl use older version of hud mod, so the general way would have been the better choise. I made a new pull that fixes it and allows other mods too to read out the armor status too:

https://github.com/stujones11/minetest-3d_armor/pull/5

Sry that i cause trouble with that ;)


No problem, looks like a useful addition, thanks again.

philipbenr wrote:Stu, Can I add in this modpack to castles+? Me and Dan Duncombe are working on it together. I will be adding in armory, and you will have to craft armor at the anvil. This armor pack will be a great addition.

Plz?


The code is gpl so there is nothing stopping you. However, it would be much better for everyone if you could just soft depend or at very least create a proper fork.

I really don't mind what you do so long as you understand that it will be your responsibilty to track updates and provide support.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Fri Sep 13, 2013 18:14

stu wrote:
BlockMen wrote:
stu wrote:Merged, I trust that you have tested it as I have not had a chance yet, it looks pretty harmless.
Thank you for adding armor support to your HUD.


Thanks!, i havent thought you would be so quick. Yes, i tested it alot and even later so i noticed an issue. It causes a crash if ppl use older version of hud mod, so the general way would have been the better choise. I made a new pull that fixes it and allows other mods too to read out the armor status too:

https://github.com/stujones11/minetest-3d_armor/pull/5

Sry that i cause trouble with that ;)


No problem, looks like a useful addition, thanks again.

philipbenr wrote:Stu, Can I add in this modpack to castles+? Me and Dan Duncombe are working on it together. I will be adding in armory, and you will have to craft armor at the anvil. This armor pack will be a great addition.

Plz?


The code is gpl so there is nothing stopping you. However, it would be much better for everyone if you could just soft depend or at very least create a proper fork.

I really don't mind what you do so long as you understand that it will be your responsibilty to track updates and provide support.
a better way of doing it is adding a soft dependency and then do
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
if minetest.get_modpath("3d_armor") then
     do file(minetest.get_modpath("castle").."/armor.lua")
end

Then you would use what is in armor.lua in 3d_armor and make your own armors. Also use ":castle:armor" the extra : at the front says that the prefix isn't the same as the mod name.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Fri Sep 13, 2013 20:23

jojoa1997 wrote:a better way of doing it is adding a soft dependency and then do
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
if minetest.get_modpath("3d_armor") then
     do file(minetest.get_modpath("castle").."/armor.lua")
end

Then you would use what is in armor.lua in 3d_armor and make your own armors. Also use ":castle:armor" the extra : at the front says that the prefix isn't the same as the mod name.


jojoa, afaik the 'do file' should not be necessary as if the mod is present it will already have been done, so to speak.
If you need the mod to be loaded before the depending mod then you should add 3d_armor? to your depends.txt. This is soft dependency as I understand it, I do hope someone will correct me if I am mistaken.
Last edited by stu on Fri Sep 13, 2013 20:26, edited 1 time in total.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Fri Sep 13, 2013 23:04

stu wrote:
jojoa1997 wrote:a better way of doing it is adding a soft dependency and then do
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
if minetest.get_modpath("3d_armor") then
     do file(minetest.get_modpath("castle").."/armor.lua")
end

Then you would use what is in armor.lua in 3d_armor and make your own armors. Also use ":castle:armor" the extra : at the front says that the prefix isn't the same as the mod name.


jojoa, afaik the 'do file' should not be necessary as if the mod is present it will already have been done, so to speak.
If you need the mod to be loaded before the depending mod then you should add 3d_armor? to your depends.txt. This is soft dependency as I understand it, I do hope someone will correct me if I am mistaken.

No the dofile is so you can put all the 3d_armor armor code in there. it is also possible to do 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
if minetest.get_modpath("3d_armor") then
code code code
blah blah blah
end
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

by philipbenr » Sat Sep 14, 2013 02:37

philipbenr wrote:Stu, Can I add in this modpack to castles+? Me and Dan Duncombe are working on it together. I will be adding in armory, and you will have to craft armor at the anvil. This armor pack will be a great addition.

Plz?


The code is gpl so there is nothing stopping you. However, it would be much better for everyone if you could just soft depend or at very least create a proper fork.

I really don't mind what you do so long as you understand that it will be your responsibilty to track updates and provide support.


I thought it was LGPL, and I really dislike messing with licences...
"The Foot is down!"
 

User avatar
stormchaser3000
Member
 
Posts: 407
Joined: Sun Oct 06, 2013 21:02

by stormchaser3000 » Sat Oct 12, 2013 15:16

um can i have an old version of this mod were the armor is not real 3d just visible on the player and when th emorarmor mod was in the mod pack
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Sat Oct 12, 2013 15:55

stormchaser3000 wrote:um can i have an old version of this mod were the armor is not real 3d just visible on the player and when th emorarmor mod was in the mod pack

https://github.com/stujones11/minetest-3d_armor/tree/version-0.2.3 This is the oldest branch I have, no idea how well it will work with the current minetest_game.
 

User avatar
stormchaser3000
Member
 
Posts: 407
Joined: Sun Oct 06, 2013 21:02

by stormchaser3000 » Sat Oct 12, 2013 22:27

thanks
 

User avatar
BrunoMine
Member
 
Posts: 902
Joined: Thu Apr 25, 2013 17:29
GitHub: BrunoMine

by BrunoMine » Wed Oct 23, 2013 01:36

Because this is occurring?
Image
Because this miniature machine they use.
Last edited by BrunoMine on Wed Oct 23, 2013 01:38, edited 1 time in total.
My small square universe under construction ... Minemacro
Comunidade Minetest Brasil
www.minetestbrasil.com
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Tue Nov 12, 2013 21:33

Mod Updated, now version 0.4.0 See top post for info.

brunob.santos wrote:Because this is occurring?
http://img11.imageshack.us/img11/8471/vomm.png
Because this miniature machine they use.


Sorry, I am really not sure what you are trying to say here. I do not see anything wrong in that image.
 

User avatar
stormchaser3000
Member
 
Posts: 407
Joined: Sun Oct 06, 2013 21:02

by stormchaser3000 » Wed Nov 13, 2013 04:59

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
22:57:31: ERROR[main]: ========== ERROR FROM LUA ===========
22:57:31: ERROR[main]: Failed to load and run script from
22:57:31: ERROR[main]: /home/administrator/minetest-minetest-382357d/bin/../mods/minetest-3d_armor-master/3d_armor/init.lua:
22:57:31: ERROR[main]: .../../mods/minetest-3d_armor-master/3d_armor/armor.lua:140: attempt to call field 'player_register_model' (a nil value)
22:57:31: ERROR[main]: stack traceback:
22:57:31: ERROR[main]:     .../../mods/minetest-3d_armor-master/3d_armor/armor.lua:140: in main chunk
22:57:31: ERROR[main]:     [C]: in function 'dofile'
22:57:31: ERROR[main]:     ...n/../mods/minetest-3d_armor-master/3d_armor/init.lua:1: in main chunk
22:57:31: ERROR[main]: =======END OF ERROR FROM LUA ========


i get this on 0.4.0 of 3d armor (just a sec i will update my minetest dev)
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33

by hoodedice » Tue Dec 10, 2013 06:43

Is it possible to get this mod without the 'inventory_plus' dependency? I like to use Unified inventory, and Inventory_plus clashes with it.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

User avatar
Esteban
Member
 
Posts: 872
Joined: Sun Sep 08, 2013 13:26
GitHub: Esteban-
IRC: Esteban
In-game: Esteban

by Esteban » Tue Dec 10, 2013 09:07

hoodedice wrote:Is it possible to get this mod without the 'inventory_plus' dependency? I like to use Unified inventory, and Inventory_plus clashes with it.


Use Modmenu, by using the /m command it will open a separate menu for the armor.
Last edited by Esteban on Tue Dec 10, 2013 09:08, edited 1 time in total.
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33

by hoodedice » Tue Dec 10, 2013 09:51

Esteban wrote:
hoodedice wrote:Is it possible to get this mod without the 'inventory_plus' dependency? I like to use Unified inventory, and Inventory_plus clashes with it.


Use Modmenu, by using the /m command it will open a separate menu for the armor.


Nice. Thanks a lot!
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

User avatar
BrunoMine
Member
 
Posts: 902
Joined: Thu Apr 25, 2013 17:29
GitHub: BrunoMine

by BrunoMine » Tue Dec 10, 2013 15:58

stu wrote:Mod Updated, now version 0.4.0 See top post for info.

brunob.santos wrote:Because this is occurring?
http://img11.imageshack.us/img11/8471/vomm.png
Because this miniature machine they use.


Sorry, I am really not sure what you are trying to say here. I do not see anything wrong in that image.


They are holding an item. A puppet. Is this normal?
Last edited by BrunoMine on Tue Dec 10, 2013 15:59, edited 1 time in total.
My small square universe under construction ... Minemacro
Comunidade Minetest Brasil
www.minetestbrasil.com
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33

by hoodedice » Tue Dec 10, 2013 17:10

brunob.santos wrote:
stu wrote:Mod Updated, now version 0.4.0 See top post for info.

brunob.santos wrote:Because this is occurring?
http://img11.imageshack.us/img11/8471/vomm.png
Because this miniature machine they use.


Sorry, I am really not sure what you are trying to say here. I do not see anything wrong in that image.


They are holding an item. A puppet. Is this normal?


It's happening to me too, sfan5's latest build, the player using this mod 'holds' his skin in his hand. Pretty weird.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Tue Dec 10, 2013 18:53

hoodedice wrote:
brunob.santos wrote:
stu wrote:Mod Updated, now version 0.4.0 See top post for info.



Sorry, I am really not sure what you are trying to say here. I do not see anything wrong in that image.


They are holding an item. A puppet. Is this normal?


It's happening to me too, sfan5's latest build, the player using this mod 'holds' his skin in his hand. Pretty weird.


I assume you are both using the current git version of this modpack and an up to date version of
minetets_game, there were changes made very recently that could be important.

Is there a reliable way to reproduce this as so far I have not been able to.
Also, are you using any skin changing mod, like skins or player_textures?
Last edited by stu on Tue Dec 10, 2013 18:56, edited 1 time in total.
 

User avatar
BrunoMine
Member
 
Posts: 902
Joined: Thu Apr 25, 2013 17:29
GitHub: BrunoMine

by BrunoMine » Fri Dec 13, 2013 20:02

I'm not using any special mod just nome_ownership
My small square universe under construction ... Minemacro
Comunidade Minetest Brasil
www.minetestbrasil.com
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Fri Dec 13, 2013 22:36

brunob.santos wrote:I'm not using any special mod just nome_ownership

minetest now has nomes? ;-)

Ok, node ownership should not affect anything. Does this happen all of the time for you or is it just occasionally?
Is there a specific item or tool that makes this happen?

A higher resolution screenshot may also be helpful as I cannot make much of the one you posted
 

User avatar
stormchaser3000
Member
 
Posts: 407
Joined: Sun Oct 06, 2013 21:02

by stormchaser3000 » Thu Dec 19, 2013 22:02

brunob.santos tha s due to you using the stable minetest 0.4.7 that is fixed in minetest 0.4.8
 

User avatar
ak399g
Member
 
Posts: 160
Joined: Tue Jul 30, 2013 02:36
In-game: SAFR

by ak399g » Sun Dec 22, 2013 17:17

How would one go about creating a set of boots that prevent fall damage?
aka SAFR
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Sun Dec 22, 2013 17:25

ak399g wrote:How would one go about creating a set of boots that prevent fall damage?


AFAIK there is no way to differentiate fall damage from any other type of damage, so currently not possible.
On the other hand, anti-gravity boots may soon become a possibilty.
Last edited by stu on Sun Dec 22, 2013 17:25, edited 1 time in total.
 

User avatar
nater6927
Member
 
Posts: 28
Joined: Thu Feb 21, 2013 23:30

by nater6927 » Tue Dec 24, 2013 20:10

When ever the mod is installed... I'm just frozen in mid air.
Check out my YouTube series of Minetest! http:bit.ly/JoinRomanEmpire
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Tue Dec 24, 2013 23:08

nater6927 wrote:When ever the mod is installed... I'm just frozen in mid air.


It looks like a recent commit may have broken compatability with minetest 0.4.8 stable

Download link in top post has now been changed.
 

User avatar
nater6927
Member
 
Posts: 28
Joined: Thu Feb 21, 2013 23:30

by nater6927 » Wed Dec 25, 2013 00:51

Thanks you SO much this mod always helps me and my friends on our server!! :)
Check out my YouTube series of Minetest! http:bit.ly/JoinRomanEmpire
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Sun Jan 05, 2014 17:35

I've tried both wield3d and this modpack, though i've had problems with both :/

wield3d leaves tools/entities laying all around the map, they're not selectable so i can't pick them up.

I tried this modpack in combination with zeg's skins mod, and for the most part the wieldview renders properly except for my own player, where im shown wielding my own skin texture :/

I dont know if wield3d and wieldview are the same, if not, would it be possible to spinoff wieldview into a seperate mod, so i could run just wieldview + skins?
"Fuck the hat." - Paulie Gualtieri
 

User avatar
stu
Member
 
Posts: 737
Joined: Sat Feb 02, 2013 02:51
GitHub: stujones11

by stu » Mon Jan 06, 2014 21:03

mauvebic wrote:I've tried both wield3d and this modpack, though i've had problems with both :/

wield3d leaves tools/entities laying all around the map, they're not selectable so i can't pick them up.

I tried this modpack in combination with zeg's skins mod, and for the most part the wieldview renders properly except for my own player, where im shown wielding my own skin texture :/

I am aware that there are still some issues with both wield3d and wieldview which in both cases seem to be caused by the player not being fully loaded (for want of a better term). Currently the only solution is to increase the delay time before the mod(s) apply changes to the player model or attempt to attach wield entities. However, BrandonReese reported that even as much as 10 seconds was not sufficient in some cases.
What we need is some way to know when it is 'safe' to apply changes to the default player as suggested in this post
Without this, anything else I try would only be a hacky workaround. Like for example add a whole series of initialization attempts
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
for i = 0, 60, 10 do
    minetest.after(i, init_player, player)
end

mauvebic wrote:I dont know if wield3d and wieldview are the same, if not, would it be possible to spinoff wieldview into a seperate mod, so i could run just wieldview + skins?

They are entirely different, wield3d uses attached entities while with wieldview the wield item is a fixed part of the 3d_armor model. In earlier versions wieldview could be used independently but this is not possible with the current version, though It should not be too difficult to disable the armor aspect if required.
 

User avatar
stormchaser3000
Member
 
Posts: 407
Joined: Sun Oct 06, 2013 21:02

by stormchaser3000 » Mon Jan 06, 2014 23:58

can we get 3d nodes instead of node tiles like in wield 3d if it is posilble to do this as a fixed part of the player model.
 

saikoe
Member
 
Posts: 17
Joined: Sat Aug 17, 2013 00:31

by saikoe » Wed Feb 05, 2014 21:32

does it have to come out of mod files are just regular download
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 8 guests

cron