lansney wrote:+1111 to hybrid dog! it's exacttly what i said in one post before, the game really need to be better structurated to be really much more playable !
Kilarin wrote:There are several mods that use use the strategy of replacing an item in inventory in order to change the image for a tool. Screwdriver, clock, the compasses, bridgetool, etc. It's a hack, and a clumsy one in my opinion.
What I wish the brilliant devs could figure out how to do would be to allow a mod to override the image for a particular tool without having to replace it. It would be trivial to do it for the whole class of tools, but we need a way to modify the image for the particular compassgps, clock, or screwdriver that one player is carrying and not for every compassgps, clock or screwdriver in the game. And I'm afraid that might be complicated.
-- A tool to change textures
minetest.register_tool("mymod:tex_change", {
description = "Node Texture Changer",
inventory_image = "default_wood.png^default_mese_sword.png",
wield_image = "default_mese_pick.png",
on_place = function(pos)
-- a thing like this
minetest.set_node_properties(pos, {
tiles = {"default_wood.png"},
sounds = default.node_sounds_wood_defaults(),
})
end,
}
-- When you click a node with this tool, it changes its texture to wood,
-- but without changing the node. This means the node ID will NOT change, and params and metadata
-- will be preserved, together with node events.minetest.register_node("mymod:glass_pane", {
description = "Glass Pane",
tiles = {"default_glass.png"},
drawtype = "fencelike",
node_box = {
center = {
type = "fixed",
fixed = {...},
},
left = {...},
right = {...},
[...]
},
[...]
})
-- Add the Nether
minetest.register_dimension("nether", {
description = "The Nether",
default = false, -- if true players and entities are automatically teleported here
[...] -- some mapgen options here, like minetest.register_biome(...)
})
minetest.register_chatcommand("nether", {
params = "",
description = "Teleport to the Nether",
func = function(name, param)
-- you can also teleport mobs and other entities!
minetest.get_player_by_name(name):setdimension("nether")
return true, "Teleported to the Nether"
end,
})
-- Type "/nether" in the chat to teleport to the new dimensionDon wrote:benedict56 wrote:I would really love it if you can add mobs like pigs,sheeps,zombies,spiders,horses,cows or creeper
Please remember that minetest wants to be a basic game and allow the player the freedom to choose what they want in the game. That is why mobs are a mod and not a part of the game.
lansney wrote:I don't know if this relativity exist but, a client side lua API , to give advantage of a bunch of mod to do only specific calculation on client side only ( think about immersive sound mod for exemple....)
Ferk wrote:lansney wrote:I don't know if this relativity exist but, a client side lua API , to give advantage of a bunch of mod to do only specific calculation on client side only ( think about immersive sound mod for exemple....)
Really? The Lua API is completely server-side?
I understand now the performance problems. I thought that there were both client and server elements in the Lua mods...
I would have expected the server to send some Lua code from the custom mods to the client so that the client does its own processing and frees the server from sending constant updates that can be done client-side. Or to do some processing themselves that doesn't require the server to check for (like checking what ambient sounds to play).
Also there's no client-side prediction for mobs behavior? No wonder the mobs are slow, I guess there are a lot of messages getting sent every time a mob moves at random, even though it could have been perfectly calculated by the client just by having the random seed and the code from the mob behavior. If there's no other player in the server and the world chunks have already been transmitted then messages should only be needed for making sure there's synchronization and that the player is not cheating (so it should be mostly the player sending data and the server answering only when there's a special case).
SAMIAMNOT wrote:It looks like the devs ARE busy...picking candidates for 0.4.13! I wouldnt whine about the devs not giving you features you want NOW when theyre busy perfecting the next stable release. Lets face it; theyre not adding new features to 0.4.13.
lansney wrote:I don't know if this relativity exist but, a client side lua API , to give advantage of a bunch of mod to do only specific calculation on client side only ( think about immersive sound mod for exemple....)
jogag wrote:lansney wrote:I don't know if this relativity exist but, a client side lua API , to give advantage of a bunch of mod to do only specific calculation on client side only ( think about immersive sound mod for exemple....)
Another thing I want: client-side lua scripting
Hybrid Dog wrote:As far as l know there also is no multi thread support, if the map is generating, lots of the rest of the server stands still.
Hybrid Dog wrote:How about dynamically sending required sound files instead of sending them when joining?
Ferk wrote:Hybrid Dog wrote:How about dynamically sending required sound files instead of sending them when joining?
Am I correct to assume that sound files are always packaged inside mods?
Why don't we keep a client-side cache of mods downloaded? Then we could require that all mods offer an URL inside of the mod's metadata that the servers can send to the players for them to download (along with a "freshly" calculated md5sum of the mod's content to make sure there's no phishing). If the client doesn't have that mod, then it could be downloaded from there. This way clients will have sounds, textures and code, which might even be reused between servers.
jogag wrote:Ferk wrote:Hybrid Dog wrote:How about dynamically sending required sound files instead of sending them when joining?
Am I correct to assume that sound files are always packaged inside mods?
Why don't we keep a client-side cache of mods downloaded? Then we could require that all mods offer an URL inside of the mod's metadata that the servers can send to the players for them to download (along with a "freshly" calculated md5sum of the mod's content to make sure there's no phishing). If the client doesn't have that mod, then it could be downloaded from there. This way clients will have sounds, textures and code, which might even be reused between servers.
Minetest clients have already a media cache system, with md5 hashes (I think) for each media. The server calculates the hash of a media file before sending and does not send the file if the client hash is the same of the server.
But MT has no cache system for mods. They are actually server-side only, and I think client-side scripts, when added, will be managed and downloaded like media files (as it's the simplest way). Downloading them from github is like the remote media function, the server redirects the client to github to download the code, but it can be only done if minetest client is compiled with cURL, which can be excluded to make smaller packages. In that case, the lua script can be downloaded from the Minetest server.
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Hybrid Dog wrote:you could make a special version for minetest which makes skins become sent via chat, those messages would not be shown to clients using this version
Don wrote:ArguablySane have you looked at walking light? It does what you want.
viewtopic.php?pid=36928
Don wrote:If you make the led's a separate node and place it after the machine is placed then it could be lite.
benrob0329 wrote:I don't understand why things can't use shaders, their supported on every graphics card made within the past 5 years as far as I can see...
If we don't want to use shaders, then we'll need a new lighting system where entities can emit light.
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