2015-09-30 01:48:09 +02:00
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Minetest Game mod: default
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2013-05-18 16:05:16 +02:00
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==========================
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2016-09-05 08:24:18 +02:00
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See license.txt for license information.
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2013-05-18 16:05:16 +02:00
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2016-09-05 08:24:18 +02:00
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Authors of source code
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----------------------
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2016-09-07 03:52:57 +02:00
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Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
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2016-09-05 08:24:18 +02:00
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Various Minetest developers and contributors (LGPL 2.1)
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2013-05-18 16:05:16 +02:00
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2018-07-11 00:02:22 +02:00
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The torch code was derived by sofar from the 'torches' mod by
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BlockMen (LGPL 2.1)
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2016-09-05 08:24:18 +02:00
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Authors of media (textures, models and sounds)
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----------------------------------------------
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2013-05-18 16:05:16 +02:00
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Everything not listed in here:
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2016-09-05 08:24:18 +02:00
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celeron55, Perttu Ahola <celeron55@gmail.com> (CC BY-SA 3.0)
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2013-05-18 16:05:16 +02:00
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2018-07-08 23:22:07 +02:00
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Textures
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--------
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2016-09-07 03:52:57 +02:00
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Cisoun's texture pack (CC BY-SA 3.0):
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2013-05-18 16:05:16 +02:00
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default_jungletree.png
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default_lava.png
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default_leaves.png
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default_sapling.png
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2017-04-12 10:25:21 +02:00
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default_bush_sapling.png
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2013-05-18 16:05:16 +02:00
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default_stone.png
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default_tree.png
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default_tree_top.png
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default_water.png
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2016-09-07 03:52:57 +02:00
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RealBadAngel's animated water (CC BY-SA 3.0):
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2013-05-18 16:05:16 +02:00
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default_water_source_animated.png
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default_water_flowing_animated.png
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2016-09-07 03:52:57 +02:00
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VanessaE (CC BY-SA 3.0):
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2018-07-11 00:02:22 +02:00
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default_torch_animated.png
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default_torch_on_ceiling_animated.png
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default_torch_on_floor_animated.png
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default_torch_on_floor.png
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2013-05-18 16:05:16 +02:00
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default_desert_sand.png
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default_desert_stone.png
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default_sand.png
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2016-05-22 01:54:57 +02:00
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default_mese_crystal.png
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default_mese_crystal_fragment.png
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2013-05-18 16:05:16 +02:00
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2016-09-07 03:52:57 +02:00
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Calinou (CC BY-SA 3.0):
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2013-05-18 16:05:16 +02:00
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default_brick.png
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default_papyrus.png
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default_mineral_copper.png
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2014-10-02 11:51:47 +02:00
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default_glass_detail.png
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2013-05-18 16:05:16 +02:00
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2016-09-07 03:52:57 +02:00
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PilzAdam (CC BY-SA 3.0):
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2013-05-18 16:05:16 +02:00
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default_jungleleaves.png
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default_junglesapling.png
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default_obsidian_glass.png
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default_obsidian_shard.png
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default_mineral_gold.png
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2016-09-07 03:52:57 +02:00
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jojoa1997 (CC BY-SA 3.0):
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2013-05-18 16:05:16 +02:00
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default_obsidian.png
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2016-09-07 03:52:57 +02:00
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InfinityProject (CC BY-SA 3.0):
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2013-05-18 16:05:16 +02:00
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default_mineral_diamond.png
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Splizard (CC BY-SA 3.0):
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2014-10-21 19:53:04 +02:00
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default_pine_sapling.png
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2018-03-13 21:02:18 +01:00
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default_pine_needles.png
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2013-05-18 16:05:16 +02:00
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Zeg9 (CC BY-SA 3.0):
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default_coal_block.png
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2013-06-19 23:45:48 +02:00
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2014-04-05 00:45:37 +02:00
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paramat (CC BY-SA 3.0):
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2016-04-30 21:11:08 +02:00
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wieldhand.png -- Copied from character.png by Jordach (CC BY-SA 3.0)
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2014-10-21 19:53:04 +02:00
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default_pinetree.png
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default_pinetree_top.png
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default_pinewood.png
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2015-07-01 14:03:14 +02:00
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default_acacia_leaves.png
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2016-11-02 18:58:06 +01:00
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default_acacia_leaves_simple.png
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2015-07-01 14:03:14 +02:00
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default_acacia_sapling.png
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2017-04-12 10:25:21 +02:00
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default_acacia_bush_sapling.png
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2015-07-01 14:03:14 +02:00
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default_acacia_tree.png
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default_acacia_tree_top.png
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default_acacia_wood.png
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2016-10-13 01:48:56 +02:00
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default_acacia_bush_stem.png
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default_bush_stem.png
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2016-02-28 19:28:53 +01:00
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default_junglewood.png
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default_jungletree_top.png
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default_sandstone_brick.png
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default_obsidian_brick.png
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default_stone_brick.png
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default_desert_stone_brick.png
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2016-06-23 05:37:19 +02:00
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default_sandstone_block.png
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default_obsidian_block.png
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default_stone_block.png
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default_desert_stone_block.png
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2016-02-28 19:28:53 +01:00
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default_river_water.png
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default_river_water_source_animated.png
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default_river_water_flowing_animated.png
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2015-07-01 14:03:14 +02:00
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default_dry_grass.png
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default_dry_grass_side.png
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default_dry_grass_*.png
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2016-02-28 19:28:53 +01:00
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default_grass.png
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default_grass_side.png
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2016-05-22 01:54:57 +02:00
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default_mese_block.png
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2016-10-04 04:45:49 +02:00
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default_silver_sand.png
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2017-02-09 01:01:30 +01:00
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default_mese_post_light_side.png
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default_mese_post_light_side_dark.png
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default_mese_post_light_top.png
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2017-03-12 16:05:32 +01:00
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default_silver_sandstone.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
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default_silver_sandstone_brick.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
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default_silver_sandstone_block.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
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2017-12-11 09:55:39 +01:00
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default_bookshelf_slot.png -- Derived from a texture by Gambit (CC-BY-SA 3.0)
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2018-01-24 12:29:02 +01:00
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default_marram_grass_*.png -- Derived from textures by TumeniNodes (CC-BY-SA 3.0)
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2017-05-10 09:23:26 +02:00
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default_emergent_jungle_sapling.png
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2018-05-05 00:05:47 +02:00
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default_permafrost.png -- Derived from a texture by Neuromancer (CC BY-SA 3.0)
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default_stones.png -- Derived from a texture by sofar (CC0 1.0)
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default_moss.png
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default_moss_side.png
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2018-07-08 23:22:07 +02:00
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default_fence_rail_acacia_wood
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default_fence_rail_aspen_wood -- Derived from a texture by sofar (CC BY-SA 3.0)
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default_fence_rail_junglewood
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default_fence_rail_pine_wood
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default_fence_rail_wood -- Derived from a texture by BlockMen (CC BY-SA 3.0)
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2014-04-05 00:45:37 +02:00
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2017-12-11 14:12:24 +01:00
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TumeniNodes (CC BY-SA 3.0):
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default_desert_cobble.png -- Derived from a texture by brunob.santos (CC BY-SA 3.0)
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2017-12-22 01:59:42 +01:00
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default_coniferous_litter.png
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default_coniferous_litter_side.png
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2014-04-17 14:21:21 +02:00
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BlockMen (CC BY-SA 3.0):
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2017-04-12 10:25:21 +02:00
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default_aspen_leaves.png -- Derived from Sofar's texture
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2014-04-17 14:21:21 +02:00
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default_wood.png
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default_clay_brick.png
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2015-01-18 22:38:58 +01:00
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default_iron_ingot.png
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2014-04-17 14:21:21 +02:00
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default_gold_ingot.png
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2015-01-18 22:38:58 +01:00
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default_tool_steelsword.png
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2014-04-17 14:21:21 +02:00
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default_diamond.png
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default_tool_*.png
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default_lava_source_animated.png
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default_lava_flowing_animated.png
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default_stick.png
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2017-05-08 21:29:07 +02:00
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default_chest_front.png
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default_chest_lock.png
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default_chest_side.png
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default_chest_top.png
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2015-03-05 16:46:49 +01:00
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default_mineral_mese.png
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default_meselamp.png
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2014-04-17 14:21:21 +02:00
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bubble.png
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gui_*.png
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2015-12-08 01:29:33 +01:00
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sofar (CC BY-SA 3.0):
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Aspen trees.
Adds a birch-like tree to the default_game. Aspen was chosen on
purpose instead of birch, as several birch tree mods already exist
and choosing a different name avoids any conflicts.
Schematics were made for both normal and sapling version, assuring
saplings will not be able to grief. The shape of the Aspen is "fanning
out at the top" and provides an easy tree to walk under, but still a
somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up
to three layers of leaves on top, making it slightly taller than an
Apple tree, but shorter than a Pine tree, which provides a good blend.
Textures were painted from scratch, except tree_top and _wood
variants, which are color modified versions of the pine_wood
variants. Appropriate licenses have been chosen for the new textures.
The leaf texture is light enough to contrast other trees, but dark
enough to offset against our light default grass color. The leaves
are drawn in the typical minetest default fashion with plenty of
transparancy, but enough definition to suggest that you're seeing
something that looks like leaves. The placement of leaves in the
schematic also suggests the top of the tree is sparse and you can
see the sky through the leaves.
Sapling texture is both traditional and different, with lush green
leaves and a well-defined stem, but slightly stick-like and skinny,
as these plants tend to grow up first, then out.
Add fallen Aspen logs. We make these logs a minimum of 2 blocks long,
and up to 3. This allows us to make these logs a place where both
red and brown mushrooms can be found, to these may be attractive to
players. However, the spawn rate for these has been reduced a lot
compared to the other logs, to account for the scarcity of Aspen.
Add stairs, slabs for these wood types as well.
Mapgen will place these trees in deciduous forests only, but in
a way that the biome is a range between entirely Apple trees, and
mostly entirely Aspen trees, with a bias to Apple trees. To make
fallen logs somewhat correlated with trees, we modify the planting
of Apple trees and logs to use perlin noise and not fill ratio,
otherwise you'd always end up with Apple logs in Aspen tree areas,
which would be suspicious. There still is a bit of a mix.
2016-01-05 02:56:20 +01:00
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default_aspen_sapling
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default_aspen_tree
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default_aspen_tree_top, derived from default_pine_tree_top (by paramat)
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default_aspen_wood, derived from default_pine_wood (by paramat)
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2017-05-08 21:29:07 +02:00
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default_chest_inside
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Improve Chest appearance - opening chests.
Adds a mesh model that appears when a chest is opened. The chest
stays visibly open as long as the player keeps it open. When the
player closes the formspec, the chest returns back to the closed
shape. While opening and closing, a sound plays.
A second person inspecting the chest will trigger a second sound
open. However, only after the last player closes the chest, does the
chest actually visually close and is the sound close played. This
keeps mesh updates to a minimum.
While it's possible that a server shutting down may cause chests
to remain open, this does not affect the chests' working matter,
and opening or closing them should fix them.
Old chests are converted to the new style by LBM. I previously
had them converted on open but this was unreliable, and LBMs
don't have that problem.
Open chests cannot be dug up. This prevents people from keeping
a chest open and digging it out as well, since closing a chest
would place a chest back (swap) at the spot. We could protect
against this, but it still messes up the client and causes a lot
of "missing node inventory" error messages otherwise. It's
unlikely but possible that a player lagging out causes a chest
to stay "open" and thus unremovable by digging, but there are
other ways of dealing with that - a server restart fixes that
issue.
If the lid of the chest is obstructed, the sounds continue to play,
but the lid isn't opened. Obstructed means that a node is present
above the chest lid, however, we ignore several node types like signs,
torches (not 3d) and wallmounted nodeboxes (typically signs) since
they don't pose any major obstruction in almost any case, and are
typically found above chests. Additionally, the selection box of the
opened chest does not include the lid, and so one can still interact
with e.g. a sign behind an open lid.
Due to the fact that chests now have 7+ textures, we can no longer
use materials (limit: 6) to texture the chest, and so there is now
a single UV mapped image that applies both to open and closed chests.
While this does mean texture pack makers need to create it, this
is extremely simple and consists of a simple cut'n'paste over the
template and should be really easy to do. Only one texture file is
now then used for both open and closed chests.
2016-01-18 00:32:50 +01:00
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2017-12-11 14:12:24 +01:00
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sofar (CC0 1.0):
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2016-02-01 04:29:01 +01:00
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default_gravel.png -- Derived from Gambit's PixelBOX texture pack light gravel
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2017-12-11 14:12:24 +01:00
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Neuromancer (CC BY-SA 3.0):
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2014-09-27 20:33:17 +02:00
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default_cobble.png, based on texture by Brane praefect
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default_mossycobble.png, based on texture by Brane praefect
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default_dirt.png
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2014-10-03 11:25:22 +02:00
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default_furnace_*.png
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2016-09-07 03:52:57 +02:00
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Gambit (CC BY-SA 3.0):
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2015-07-01 14:03:14 +02:00
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default_bronze_ingot.png
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default_copper_ingot.png
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default_copper_lump.png
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default_iron_lump.png
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default_gold_lump.png
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default_clay_lump.png
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default_coal.png
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default_grass_*.png
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default_paper.png
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default_diamond_block.png
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2016-03-03 10:52:45 +01:00
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default_ladder_steel.png
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2016-03-06 12:16:33 +01:00
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default_sign_wall_wood.png
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2016-03-11 18:27:22 +01:00
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default_flint.png
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2016-09-13 04:14:22 +02:00
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default_snow.png
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default_snow_side.png
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default_snowball.png
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Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
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default_key.png
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default_key_skeleton.png
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2017-12-11 09:55:39 +01:00
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default_book.png
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2015-07-01 14:03:14 +02:00
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2016-09-07 03:52:57 +02:00
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asl97 (CC BY-SA 3.0):
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2015-07-10 00:37:15 +02:00
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default_ice.png
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2017-10-21 08:01:23 +02:00
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KevDoy (CC BY-SA 3.0):
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2016-04-30 21:11:08 +02:00
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heart.png
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2016-10-12 02:49:31 +02:00
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Pithydon (CC BY-SA 3.0)
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default_coral_brown.png
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default_coral_orange.png
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default_coral_skeleton.png
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2017-10-21 08:01:23 +02:00
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Ferk (CC0 1.0):
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2016-09-11 17:24:02 +02:00
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default_item_smoke.png
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2017-10-21 08:01:23 +02:00
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npx (CC BY-SA 3.0):
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2017-02-26 02:37:35 +01:00
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default_rainforest_litter.png
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default_rainforest_litter_side.png
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2017-03-07 04:03:30 +01:00
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kaeza (CC-BY-SA 3.0):
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default_desert_sandstone.png
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default_desert_sandstone_brick.png
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default_desert_sandstone_block.png
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2017-04-23 05:09:46 +02:00
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kilbith (CC BY-SA 3.0):
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default_steel_block.png
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default_copper_block.png
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default_bronze_block.png
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default_gold_block.png
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default_tin_block.png
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default_mineral_tin.png
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default_tin_ingot.png
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default_tin_lump.png
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2017-10-05 00:46:32 +02:00
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tobyplowy (CC BY-SA 3.0):
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default_kelp.png
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2017-12-11 09:55:39 +01:00
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CloudyProton (CC BY-SA 3.0):
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default_book_written.png, based on default_book.png by Gambit
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2017-12-24 03:23:29 +01:00
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Mossmanikin (CC BY-SA 3.0):
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default_fern_*.png
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2018-07-08 23:22:07 +02:00
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Sounds
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------
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2013-05-18 16:05:16 +02:00
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Glass breaking sounds (CC BY 3.0):
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1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
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2: http://www.freesound.org/people/Tomlija/sounds/97669/
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3: http://www.freesound.org/people/lsprice/sounds/88808/
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2013-06-11 23:23:10 +02:00
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2016-10-21 05:22:00 +02:00
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sonictechtonic (CC BY 3.0):
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https://www.freesound.org/people/sonictechtonic/sounds/241872/
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player_damage.ogg
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2016-09-05 08:24:18 +02:00
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Mito551 (sounds) (CC BY-SA 3.0):
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2013-06-11 23:23:10 +02:00
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default_dig_choppy.ogg
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default_dig_cracky.ogg
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default_dig_crumbly.1.ogg
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default_dig_crumbly.2.ogg
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default_dig_dig_immediate.ogg
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default_dig_oddly_breakable_by_hand.ogg
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default_dug_node.1.ogg
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default_dug_node.2.ogg
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default_grass_footstep.1.ogg
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default_grass_footstep.2.ogg
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default_grass_footstep.3.ogg
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default_gravel_footstep.1.ogg
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default_gravel_footstep.2.ogg
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default_gravel_footstep.3.ogg
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default_gravel_footstep.4.ogg
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default_grass_footstep.1.ogg
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default_place_node.1.ogg
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default_place_node.2.ogg
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default_place_node.3.ogg
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default_place_node_hard.1.ogg
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default_place_node_hard.2.ogg
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default_hard_footstep.1.ogg
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default_hard_footstep.2.ogg
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default_hard_footstep.3.ogg
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default_sand_footstep.1.ogg
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default_sand_footstep.2.ogg
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default_wood_footstep.1.ogg
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default_wood_footstep.2.ogg
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default_dirt_footstep.1.ogg
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default_dirt_footstep.2.ogg
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default_glass_footstep.ogg
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2016-10-20 01:23:05 +02:00
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Metal sounds:
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default_dig_metal.ogg - yadronoff - CC-BY-3.0
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- https://www.freesound.org/people/yadronoff/sounds/320397/
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default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
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- http://opengameart.org/users/qubodup
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default_metal_footstep.*.ogg - Ottomaani138 - CC0
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- https://www.freesound.org/people/Ottomaani138/sounds/232692/
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default_place_node_metal.*.ogg - Ogrebane - CC0
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- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
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2016-01-23 07:04:38 +01:00
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Tool breaking sounds added by sofar: CC-BY-3.0
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default_tool_breaks.* - http://www.freesound.org/people/HerbertBoland/sounds/33206/
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2016-11-17 03:41:38 +01:00
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2017-10-21 08:01:23 +02:00
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AGFX (CC BY 3.0):
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2016-12-10 02:05:16 +01:00
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https://www.freesound.org/people/AGFX/packs/1253/
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2016-11-17 03:41:38 +01:00
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default_water_footstep.1.ogg
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default_water_footstep.2.ogg
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default_water_footstep.3.ogg
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(default_water_footstep.4.ogg is silent)
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2016-12-10 02:05:16 +01:00
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2017-10-21 08:01:23 +02:00
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blukotek (CC0 1.0):
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2016-12-10 02:05:16 +01:00
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https://www.freesound.org/people/blukotek/sounds/251660/
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default_dig_snappy.ogg
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Improve Chest appearance - opening chests.
Adds a mesh model that appears when a chest is opened. The chest
stays visibly open as long as the player keeps it open. When the
player closes the formspec, the chest returns back to the closed
shape. While opening and closing, a sound plays.
A second person inspecting the chest will trigger a second sound
open. However, only after the last player closes the chest, does the
chest actually visually close and is the sound close played. This
keeps mesh updates to a minimum.
While it's possible that a server shutting down may cause chests
to remain open, this does not affect the chests' working matter,
and opening or closing them should fix them.
Old chests are converted to the new style by LBM. I previously
had them converted on open but this was unreliable, and LBMs
don't have that problem.
Open chests cannot be dug up. This prevents people from keeping
a chest open and digging it out as well, since closing a chest
would place a chest back (swap) at the spot. We could protect
against this, but it still messes up the client and causes a lot
of "missing node inventory" error messages otherwise. It's
unlikely but possible that a player lagging out causes a chest
to stay "open" and thus unremovable by digging, but there are
other ways of dealing with that - a server restart fixes that
issue.
If the lid of the chest is obstructed, the sounds continue to play,
but the lid isn't opened. Obstructed means that a node is present
above the chest lid, however, we ignore several node types like signs,
torches (not 3d) and wallmounted nodeboxes (typically signs) since
they don't pose any major obstruction in almost any case, and are
typically found above chests. Additionally, the selection box of the
opened chest does not include the lid, and so one can still interact
with e.g. a sign behind an open lid.
Due to the fact that chests now have 7+ textures, we can no longer
use materials (limit: 6) to texture the chest, and so there is now
a single UV mapped image that applies both to open and closed chests.
While this does mean texture pack makers need to create it, this
is extremely simple and consists of a simple cut'n'paste over the
template and should be really easy to do. Only one texture file is
now then used for both open and closed chests.
2016-01-18 00:32:50 +01:00
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Chests sounds added by sofar, derived of several files mixed together:
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default_chest_open.ogg
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default_chest_close.ogg
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- http://www.freesound.org/people/Sevin7/sounds/269722/ CC0
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- http://www.freesound.org/people/Percy%20Duke/sounds/23448/ CC-BY-3.0
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- http://www.freesound.org/people/kingsamas/sounds/135576/ CC-BY-3.0
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- http://www.freesound.org/people/bulbastre/sounds/126887/ CC-BY-3.0
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- http://www.freesound.org/people/Yoyodaman234/sounds/183541/ CC0
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2017-10-21 08:01:23 +02:00
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Ryding (CC0 1.0):
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http://freesound.org/people/Ryding/sounds/94337/
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default_snow_footstep.*.ogg
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2018-07-08 23:22:07 +02:00
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Ferk (CC0 1.0):
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default_item_smoke.ogg, based on a sound by http://opengameart.org/users/bart
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2018-07-11 00:02:22 +02:00
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Models
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------
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sofar (CC BY-SA 3.0):
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chest_open.obj
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torch_ceiling.obj
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torch_floor.obj
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torch_wall.obj
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