read.me added
parent
eb04ecabc3
commit
0c773e587d
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@ -38,7 +38,7 @@ MOD_PATCH=( ) #patch names
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#MOD_PATCHES - all patches defined
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#MOD_PATCHES - first is path and all patch names are separeted by ":"
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#MOD_PATCHES=("mobs/water_life:poison.patch" "buildings/doors:doors_update.patch" "player/3d_armor:mob_damage.patch" "player/hbsprint:no_damage.patch" "player/hunger_ng:effects.patch")
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MOD_PATCHES=("buildings/doors:doors_update.patch" "player/hbsprint:no_damage.patch")
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MOD_PATCHES=("buildings/doors:doors_update.patch" "player/hbsprint:no_damage.patch" "environment/dynamic_liquid:bucket.patch")
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#MOD_PATCHES=( )
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echo "---------------------------------------------------------------"
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@ -0,0 +1,41 @@
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Don't use buildscripts, game is already build.
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This is helping me to update the mods from their git sources.
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You need upper directory mods_src, where all mods are cloned from git.
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Something like:
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- mods_src (Mod sources directory)
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- my_changes (Directory with my changes - files and patches)
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- a-planet-alive (Game directory - from git)
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- buildscripts (build scripts directory)
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- menu (game data, like pictures, ...)
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- mods (Game mod directory)
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- ...
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Scripts are originally from "minetest-game-whynot" and they helped me, so I decided to let them here.
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NOT NEEDED FOR GAME, CAN BE REMOVED.
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Script info
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-----------
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Bash scripts
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- default use on Linux
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- WLS on Windows could work (not tested)
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01_src-update.sh
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****************
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- get new date from git repository into the mods_src directory
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02_build_pa.sh
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**************
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- copy all mods to game mods directory "./mods/"
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- generates mod_sources.txt
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03_my_updates.sh
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****************
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- copy my extra files to the mods (like extra textures, skins, ...)
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- use my patches to the mods (tenporary solution, till implemented in the mods)
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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@ -67,7 +67,7 @@ end
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local cool_lava_flowing = function(pos, node)
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local cooler_adjacent = minetest.find_node_near(pos, 1, dynamic_cools_lava_flowing)
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if cooler_adjacent ~= nil then
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-- pulling nearby sources into position is necessary to break certain classes of
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-- flow "deadlock". Weird, but what're you gonna do.
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@ -81,7 +81,7 @@ local cool_lava_flowing = function(pos, node)
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steam(pos)
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end
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end
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local evaporate_list = minetest.find_nodes_in_area(
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vector.add(pos,{x=-1, y=-1, z=-1}),
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vector.add(pos,{x=1, y=1, z=1}),
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@ -90,7 +90,7 @@ local cool_lava_flowing = function(pos, node)
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for _, loc in pairs(evaporate_list) do
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minetest.set_node(loc, {name="air"})
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steam(loc)
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end
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end
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minetest.sound_play("default_cool_lava",
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{pos = pos, max_hear_distance = 16, gain = 0.25})
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@ -147,7 +147,7 @@ local function shuffle_array(a)
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local rand = math.random
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local iterations = #a
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local j
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for i = iterations, 2, -1 do
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j = rand(i)
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a[i], a[j] = a[j], a[i]
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@ -164,9 +164,9 @@ local cool_lava_source = function(pos, node)
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vector.add(pos,{x=1, y=1, z=1}),
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dynamic_lava_source_destroys
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)
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shuffle_array(cooler_list)
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local obsidian_location = nil
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for _, loc in pairs(cooler_list) do
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if is_pos_in_list(loc, evaporate_list) then
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@ -179,17 +179,17 @@ local cool_lava_source = function(pos, node)
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end
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elseif loc.y == pos.y and obsidian_location == nil then
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obsidian_location = loc -- On the same level as us, acceptable if nothing else comes along.
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end
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end
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end
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end
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if obsidian_location == nil and #cooler_list > 0 then
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obsidian_location = pos -- there's an adjacent cooler node, but it's above us. Turn into obsidian in place.
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end
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for _, loc in pairs(evaporate_list) do
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minetest.set_node(loc, {name="air"})
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steam(loc)
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end
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end
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if obsidian_location ~= nil then
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minetest.set_node(pos, {name = "air"})
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@ -205,7 +205,7 @@ local cool_lava_source = function(pos, node)
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minetest.set_node(loc, {name = "default:lava_source"})
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end
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end
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minetest.sound_play("default_cool_lava",
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{pos = pos, max_hear_distance = 16, gain = 0.25})
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end
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