Making a program to help making of mods/games

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bgsmithjr
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by bgsmithjr » Sun Apr 08, 2012 20:07

I am anxious also.
 

lkjoel
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by lkjoel » Sun Apr 08, 2012 20:14

Nice little easter break, and now back to coding :)
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 » Sun Apr 08, 2012 20:16

lkjoel wrote:Nice little easter break, and now back to coding :)

Good to know:D any significant updates?
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by lkjoel » Sun Apr 08, 2012 20:19

well, the design is different (and I've added many more options for blocks) and it uses bootstrap
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 Death Dealer » Sun Apr 08, 2012 20:29

lkjoel wrote:well, the design is different (and I've added many more options for blocks) and it uses bootstrap

Thanks for the update:D
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by lkjoel » Sun Apr 08, 2012 21:13

So here is the new "new block" screen:
Image
My mods: The Nether | Doctor Who (WIP)

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by Death Dealer » Sun Apr 08, 2012 22:26

very cool:D
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by Jordach » Sun Apr 08, 2012 22:29

/me says hell yeah, action movie style

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by lkjoel » Sun Apr 08, 2012 23:01

What do all of the drawtypes do? I know that plantlikes double the texture, making an X, but what do the others do?
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 Death Dealer » Tue Apr 10, 2012 18:58

lkjoel wrote:What do all of the drawtypes do? I know that plantlikes double the texture, making an X, but what do the others do?

im going out on a limb here but i think the glass_like draw type gives it transparency like glass, im not sure how many more there are, maybe the leaves have there own drawtype to..
but what do i know.
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by bgsmithjr » Wed Apr 11, 2012 01:29

You are right, DD.
Glasslike makes all sides the same texture and fixes the problem that allfaces_optional has, all faces optional means you do not have to have a different texture for each side but doesn't support transparency, like a chest has a fixed number of sides you have to supply textures for, so does furnace, so do plants, plants have no top or bottom and only two sides, you have to supply those textures, all faces optional means that only one is required. Drawtype means more than just 'sides' it also specifies direction, and whether or not the block is a block at all, It makes fencelike types connect to eachother and torches like an object. It is like adding more parameters to node definition like if a node is wallmounted it can be placed on a different surface of the wallblock, facing north, south, east, and west but you don't see any of these things most of the time, but the signlike drawtype which is used for doors. If you wanted to make an object that can be placed on walls, ceilings, floors, and wasn't drawn as a block, you might use torchlike. Then you might use paramtype = light which would give you other options like the intensity, as far as i know, that would be in the variable param
Last edited by bgsmithjr on Wed Apr 11, 2012 05:11, edited 1 time in total.
 

lkjoel
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by lkjoel » Thu Apr 12, 2012 20:10

bgsmithjr wrote:You are right, DD.
Glasslike makes all sides the same texture and fixes the problem that allfaces_optional has, all faces optional means you do not have to have a different texture for each side but doesn't support transparency, like a chest has a fixed number of sides you have to supply textures for, so does furnace, so do plants, plants have no top or bottom and only two sides, you have to supply those textures, all faces optional means that only one is required. Drawtype means more than just 'sides' it also specifies direction, and whether or not the block is a block at all, It makes fencelike types connect to eachother and torches like an object. It is like adding more parameters to node definition like if a node is wallmounted it can be placed on a different surface of the wallblock, facing north, south, east, and west but you don't see any of these things most of the time, but the signlike drawtype which is used for doors. If you wanted to make an object that can be placed on walls, ceilings, floors, and wasn't drawn as a block, you might use torchlike. Then you might use paramtype = light which would give you other options like the intensity, as far as i know, that would be in the variable param

Thanks! I'm thinking of pausing this project, and then creating a very simple scripting language that will let people create mods much easier than with LUA (it will compile it to LUA).
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 Jordach » Thu Apr 12, 2012 20:39

I agree to this lkjoel. Although Death might be upset a little, but that will pass.

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by Death Dealer » Thu Apr 12, 2012 23:04

Jordach wrote:I agree to this lkjoel. Although Death might be upset a little, but that will pass.

Where the hell did that come from? I've been waiting very patiently for this. I've even tryed to help. Why the f**k would I be upset he wonts to do something else? I support ikjoels work 200%. In any aspect.
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by lkjoel » Thu Apr 12, 2012 23:39

wait, let me rephrase this. I will work on a scripting language that makes it much easier to create mods. This project is above my skill level. If anyone can take this project over, I'd be more than glad :)

@DD, you should be able to understand the scripting language no problem, so you still will be able to create mods, just not with a graphical interface.
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 Death Dealer » Fri Apr 13, 2012 01:32

lkjoel wrote:wait, let me rephrase this. I will work on a scripting language that makes it much easier to create mods. This project is above my skill level. If anyone can take this project over, I'd be more than glad :)

@DD, you should be able to understand the scripting language no problem, so you still will be able to create mods, just not with a graphical interface.

Yes I understand:D I'm sure it will be easyer than the .lua stuff^ ^ I really have tryed to make some mods by example with other mods, trying to Frankenstein some code. I have some stuff I will release like that but there are some ideas I have that I wouldn't have the slitest clue how to code unfortunently.
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by Jordach » Fri Apr 13, 2012 10:05

Well, if anyone wants some simple stuff, I am up for it death, any time.

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by Death Dealer » Fri Apr 13, 2012 14:45

Jordach wrote:Well, if anyone wants some simple stuff, I am up for it death, any time.

I actually just bought my wireless card for my desktop finally:D I will email you sometime either today or tommorow with the connection info jordach.
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by Jordach » Fri Apr 13, 2012 15:54

Yay!

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by bgsmithjr » Sun Apr 15, 2012 23:29

Any progress?
 

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by Jordach » Mon Apr 16, 2012 15:15

No more, lkjoel abandoned it for now.

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by sfan5 » Mon Apr 16, 2012 15:15

:(
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by lkjoel » Mon Apr 16, 2012 16:57

Yeah, this was just too hard for me, as I'm not an HTML/JS/CSS coder (and I can't stand JS, it's just so illogical). If anyone wants to take this project over, please do!
I'm still working on the library to make mods easier :)
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 mauvebic » Tue Apr 17, 2012 13:16

You know what would really be handy?

I need an app or a script, that will parse init.lua files looking for Register_craft, and generate the crafting table image so i dont have to do by hand every time i update/create a new mod.

I could do it easily in php, but i dont have the time :S
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by mauvebic » Tue Apr 17, 2012 13:31

Basically any kind of texture and craft indexing would make the administration of mods and modpacks n times easier lol
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by lkjoel » Tue Apr 17, 2012 15:41

mauvebic wrote:You know what would really be handy?

I need an app or a script, that will parse init.lua files looking for Register_craft, and generate the crafting table image so i dont have to do by hand every time i update/create a new mod.

I could do it easily in php, but i dont have the time :S

I was actually planning on doing that :)
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 GJH105775 » Wed Oct 24, 2012 15:15

Cool. +1
Check out my mod xtrablocks, has some different types of marble that you can build with or mine at different depths

I am not here regularly as I just kind of pop in and out. If you want to find me I'll be on quadcopterforum.com helping with multirotor builds and spending other's money haha.

http://i10.photobucket.com/albums/a119/ ... hicons.jpg
 

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by GJH105775 » Wed Oct 24, 2012 15:15

lkjoel wrote:
mauvebic wrote:You know what would really be handy?

I need an app or a script, that will parse init.lua files looking for Register_craft, and generate the crafting table image so i dont have to do by hand every time i update/create a new mod.

I could do it easily in php, but i dont have the time :S

I was actually planning on doing that :)

LOL, so was I.
Check out my mod xtrablocks, has some different types of marble that you can build with or mine at different depths

I am not here regularly as I just kind of pop in and out. If you want to find me I'll be on quadcopterforum.com helping with multirotor builds and spending other's money haha.

http://i10.photobucket.com/albums/a119/ ... hicons.jpg
 

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Hamguy
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by Hamguy » Tue Nov 06, 2012 07:20

 

lkjoel
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by lkjoel » Wed Feb 27, 2013 18:08


What's that?
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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