Time |
Nick |
Message |
01:35 |
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01:36 |
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02:05 |
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02:05 |
curiousNoob |
What is the PEER ID used for in communication, and when s it agreed upon/determined for a given connection? |
02:09 |
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02:11 |
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02:12 |
curiousNoob |
Hi! |
02:15 |
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02:22 |
hmmmm |
curiousNoob, the peer id is sent in the basic packet header after the server assigns it with the peer_id_new field in the CONTROLTYPE_SET_PEER_ID control packet |
02:22 |
hmmmm |
it is the first application-level packet that the server sends |
02:22 |
rarkenin_ |
What file is that in, in the source? I seem to have overlooked that. |
02:23 |
hmmmm |
connection.cpp, line 832. |
02:23 |
rarkenin_ |
Perfect, thanks! |
02:24 |
rarkenin_ |
And that's sent once, right after the client sends something? |
02:25 |
hmmmm |
yes, it is sent in response to the client's packet of type TYPE_ORIGINAL |
02:26 |
rarkenin_ |
Sorry, but where is that thing about TYPE_ORIGINAL? |
02:27 |
hmmmm |
connection.h, line 232 |
02:27 |
hmmmm |
that first packet has no actual payload |
02:28 |
hmmmm |
you can read about this in doc/protocol.txt, by the way. |
02:28 |
rarkenin_ |
Oh, didn;t see that file. Thanks! |
02:29 |
rarkenin_ |
So sequence numbers are incremented with each packet? |
02:29 |
hmmmm |
yes |
02:30 |
rarkenin_ |
Why does it start so high? It's 16-bit unsigned, so it'll wrap around almost immediately. |
02:31 |
hmmmm |
dunno |
02:31 |
hmmmm |
it doesn't really matter.. the client and server just need to agree on what the initial number is |
02:36 |
rarkenin_ |
How do they agree on an initial? Just the one sent in the firstpacket? |
02:36 |
hmmmm |
they agree on it because it's defined as such in the code |
02:36 |
rarkenin_ |
Ah, OK. |
02:38 |
rarkenin_ |
So right after seqnum, the payload begins? |
02:38 |
rarkenin_ |
And the payload starts with TOCLIENT_FOO or TOSERVER_BAR? |
02:39 |
hmmmm |
the sequence number is sent in reliable packets, not sent with regular packets |
02:39 |
rarkenin_ |
So the actual game-chat-and-entity stuff is sent in non-reliable packets? |
02:40 |
rarkenin_ |
In what places are reliable used? |
02:41 |
hmmmm |
seemingly everywhere |
02:42 |
rarkenin_ |
So then I just stick my payload, TOSERVER_FOO/TOCLIENT_FOO and parameters right after the seqnum in that case? |
03:16 |
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03:22 |
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03:29 |
hmmmm |
yes, well, your payload starts with TOSERVER_FOO/TOCLIENT_FOO |
03:42 |
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05:54 |
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06:24 |
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06:55 |
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07:35 |
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07:43 |
proller |
hi all. here branch with like- waterplus mod finite liquids |
07:43 |
proller |
https://github.com/proller/minetest/commits/liquid |
07:43 |
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07:43 |
proller |
question: why LIQUID_LEVEL_MASK 0x07 ? |
07:44 |
proller |
i want to change to 0x3f |
09:13 |
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09:25 |
Taoki |
Hi. Is there a specific part in the code where the server reads settings from minetest.conf and sends their values to clients? Any examples of that? |
09:32 |
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11:16 |
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11:21 |
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11:21 |
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11:45 |
thexyz |
Taoki: server.cpp:4299 |
11:46 |
Taoki |
thanks |
11:47 |
PilzAdam |
thexyz, do you have anything against this: https://github.com/celeron55/minetest/pull/462 ? |
11:48 |
thexyz |
it's good as long as it works |
11:48 |
PilzAdam |
I just tested it |
11:48 |
thexyz |
then merge it |
11:58 |
Taoki |
Erm... you do see the each of the 2 planes from any direction right? |
11:58 |
Taoki |
Just not the opposite one |
11:59 |
Taoki |
Since if not, it means that looking at a plant from its front-right would show it, but looking from its back-left would cause it to not be seen |
12:12 |
PilzAdam |
is there anything wrong in this: https://github.com/celeron55/minetest/pull/429 |
12:50 |
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13:05 |
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13:20 |
PilzAdam |
is there any good reason why this isnt merged yet? https://github.com/celeron55/minetest/pull/275 |
13:23 |
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13:37 |
Taoki |
PilzAdam: Still not sure about that plantlike backface-culling change. What does it do exactly? |
13:37 |
Taoki |
Plants have 2 planes in total in an X shape IIRC. If backface culling would be enabled, you'll only be able to see them from one direction, which would completely break them |
13:37 |
PilzAdam |
previously the images were backface culled and 4 images were drawn |
13:38 |
Taoki |
If it's just not rendering the back face of each plane however, when looking at it from one direction, then it's good |
13:38 |
Taoki |
Yeah. But when drawing 2, does it make sure for each to show the one you can see from either side? |
13:38 |
PilzAdam |
backface culling is disabled now |
13:39 |
Taoki |
That means that at any given moment and from any angle, exactly 2 faces should be drawn for each plant |
13:39 |
Taoki |
And visible |
13:39 |
Taoki |
If it works like that then I agree it's a good change and should be merged without worrying |
13:50 |
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14:10 |
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14:23 |
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14:25 |
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14:41 |
Taoki |
My changes to physics are nearly done, just need to fix one more bug. To those interested, I recomment desting them on my GIT. https://github.com/MirceaKitsune/minetest/tree/movement |
14:41 |
Taoki |
PilzAdam: ^ If you have nothing else to do in MineTest or otherwise at the moment |
14:43 |
Taoki |
What my branch does: 1 - Turning nearly all player movement values into settings, configurable in minetest.conf (we can even have low gravity now). 2 - Tweaking a lot of physical properties to work correctly and smoothing... such as proper diving in water, correct acceleration in all circumstances and directions, low air acceleration by default so you can't move around in the air, etc. |
14:45 |
Taoki |
Worst was air acceleration which allowed the player to walk freely in mid-air, now it's 1/4 of ground acceleration. Second worst was diving into water... when hitting water at high speed the player would have their speed instantly cut and slowly begin to sink in, now they will go in hard and slowly descent to water friction speed. Going up / down when swimming of flying also uses acceleration now. |
14:45 |
PilzAdam |
building.... |
14:46 |
Taoki |
ok. The bug that's not fixed yet is the Y axis acceleration. The new function is used, but the formula is somehow wrong and it's still too fast, rather than the same as X and Z acceleration. Once this is fixed however, the code is ready as far as I'm concerned. |
14:47 |
Jordach |
Taoki, its just getting the physics to a "T", isnt it? |
14:47 |
Taoki |
Jordach: To a T? |
14:47 |
Jordach |
its a term |
14:47 |
PilzAdam |
Taoki, do you have decreased the Y fast movement when flying? |
14:47 |
Taoki |
Not sure what that means :P But this should get physics working realistically and correctly |
14:48 |
Taoki |
PilzAdam: No. When flying without fast movement, you have the normal ground speed and acceleration. When flying with fast movement, you have speed and acceleration for fast movement |
14:49 |
Taoki |
Apart from the changes I listed, most should work like before |
14:52 |
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14:52 |
PilzAdam |
its definetly slower than before |
14:52 |
Taoki |
Ground speed shouldn't be. But that's all about the default values, I can raise them |
14:52 |
PilzAdam |
flying at fast speed up and downwards is slower |
14:53 |
Taoki |
BTW: Diving in water might not always be noticeable. To really see how it works, find a deep enough lake ( 10 or more blocks) and fly very high above it, then stop flying and drop into it very fast. You now sink to the bottom |
14:53 |
Taoki |
PilzAdam: How much slower does it feel like as a percentage? I can turn up the defaults in that case |
14:53 |
PilzAdam |
dunno, 70%? |
14:54 |
Taoki |
Ok. Fast move feels pretty fast to me |
14:54 |
Taoki |
Ground speed seems the same |
14:54 |
Taoki |
Water movement is too slow however, will fix that |
14:55 |
PilzAdam |
water movement is too fast |
14:55 |
PilzAdam |
its like normal walking |
14:55 |
Taoki |
:P |
14:56 |
PilzAdam |
does it depend on the viscosity? |
14:56 |
Taoki |
PilzAdam: Only when you have fast_move enabled |
14:56 |
Taoki |
no. Turn off fast_move mode and try walking in water then |
14:56 |
Taoki |
That's because when fast_move is on, you have more acceleration. This probably changes water friction |
14:56 |
PilzAdam |
I have always_fly_fast = false |
14:56 |
Taoki |
ok. Don't think that affects it |
14:57 |
PilzAdam |
fast move should only effect flying and walking when holding E |
14:57 |
Taoki |
Still, try walking in water without fast move |
14:57 |
Taoki |
Yeah I can try to fix that |
14:58 |
PilzAdam |
it should stay as before, fast_move shouldnt have any effect on moving in water |
14:58 |
Taoki |
Currently fast_move also gives a higher acceleration all the time when enabled |
14:58 |
PilzAdam |
(except when flying) |
14:58 |
Taoki |
ok, will fix |
14:59 |
PilzAdam |
so, now playing with gravity :-) |
14:59 |
Taoki |
Try a value 4 times lower, you'll find it pretty fun :) |
14:59 |
PilzAdam |
does the server send all the settings to the client? |
14:59 |
Taoki |
Just commited code that does that, it does now |
15:02 |
PilzAdam |
heh, with gravity = 100 you cant jump onto a slab, but walk on it |
15:03 |
Taoki |
PilzAdam: Fixed the fast movement acceleration, update the branch again and try water now |
15:05 |
Taoki |
Also, test flying and ground speed again, both with and without fast movement, and let me know if you think any of them should be faster or slower by default. Personally I find the current defaults good, but IIRC few should have changed from what they used to be |
15:05 |
PilzAdam |
also rename water to liquid in the settings names |
15:05 |
Taoki |
sure |
15:06 |
PilzAdam |
now holding E while swiming gives you the fast speed but swiming up/down is still slow |
15:06 |
Taoki |
Water speed is very low now, need to turn it up a little |
15:07 |
Taoki |
right. Which would the correct behavior be? |
15:07 |
Taoki |
Swimming down doesn't really exist, since you sink down regardless of what you do if you don't swim up |
15:07 |
PilzAdam |
either now effect of fast move on swiming or increase the vertical speed when moving fast |
15:07 |
PilzAdam |
s/now/no |
15:08 |
Taoki |
I think fast underwater is good, so I'll try to make it change the sinking and swimming only |
15:09 |
Taoki |
For swimming down it's hard however, since the physics do that and it's not a player control |
15:09 |
PilzAdam |
maybe use shift to swim down? |
15:09 |
PilzAdam |
(with and without fast) |
15:09 |
PilzAdam |
since in RL you can swim down too |
15:10 |
Taoki |
Yeah... and when not holding shift have the player stall in water |
15:10 |
Taoki |
Anyway, need to go for now. Will fix these when I'm back |
15:10 |
Taoki |
Still, I would appreciate it if you could look into something, if that's ok |
15:11 |
PilzAdam |
another bug: when moving fast and realsing W and E you slide like 10m over the ground |
15:12 |
Taoki |
With my code, look at player.cpp line 100 (void Player::accelerateY). That's the new function aimed to make Y acceleration work the same as X and Z one. But for some reason it's not working the same when given the same value as Player::accelerateY. I can't figure out why... if you have some time and like those changes and wish to help, maybe you can at least find a hint on what I should change |
15:12 |
Taoki |
That one's normal, since now you have the normal acceleration when not holding down E any more |
15:12 |
Taoki |
Acceleration also means deceleration |
15:12 |
Taoki |
I hope that one can slip by since it doesn't do any harm, and I also think it's a bit more fun that way :) |
15:13 |
Taoki |
BRB for now |
15:14 |
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16:05 |
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16:05 |
rarkenin_ |
Hi! Quick question about seqnum. It is incremented with each packet in either direction, or is a separate seqnum used for each direction? |
16:40 |
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17:06 |
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17:06 |
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17:37 |
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18:22 |
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18:37 |
celeron55 |
rarkenin_: separate for each peer |
18:37 |
celeron55 |
umm... actually, separate for each side of a connection |
18:54 |
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18:54 |
rarkenin_ |
celeron55: Sorry, had to go AFK. But, for the server and one client, a packet , for instance , that requests media might be 65521, and the next packet from the server would be 65522? |
18:56 |
Taoki |
PilzAdam: Finished the water physics changes you suggested. Feel free to pull the branch again and test, let me know if that's good now |
18:56 |
Taoki |
Note that up / down swimming seems a very little bit faster than horizontal swimming, due to the Y acceleration code which I haven't figured out how to fully fix yet |
18:57 |
Taoki |
But other than that it should work as discussed. You now swim down with the Sneak key, up with the Jump key by default, and you only sink very slowly in time. |
18:58 |
blah_craft |
Hi all - I'm getting a "generate_shader(): failed to generate" error when I enabled shaders. I'm pretty sure it's an OpenGL / graphics driver issue, but wondered if u knew any way to debug it? |
19:00 |
Taoki |
celeron55: Feel free to test my branch as well if you aren't working on something else right now, and let me know if there's something you believe needs to be changed absolutely. https://github.com/MirceaKitsune/minetest/tree/movement |
19:01 |
Taoki |
[16:41:44] <Taoki> What my branch does: 1 - Turning nearly all player movement values into settings, configurable in minetest.conf (we can even have low gravity now). 2 - Tweaking a lot of physical properties to work correctly and smoothing... such as proper diving in water, correct acceleration in all circumstances and directions, low air acceleration by default so you can't move around in the air, etc. |
19:01 |
Taoki |
[16:43:46] <Taoki> Worst was air acceleration which allowed the player to walk freely in mid-air, now it's 1/4 of ground acceleration. Second worst was diving into water... when hitting water at high speed the player would have their speed instantly cut and slowly begin to sink in, now they will go in hard and slowly descent to water friction speed. Going up / down when swimming of flying also uses acceleration now. |
19:02 |
F00 |
Diminished air control may make conventional (whole-block-only) stairs particularly tedious |
19:03 |
Taoki |
Don't think so, but I can test to see how it works |
19:03 |
Taoki |
BRB for now though. My water fixes are in the latest branch tho |
19:08 |
blah_craft |
any guesses on that issue loading shaders? |
19:08 |
celeron55 |
rarkenin_: no, the ids from different ends can be anything |
19:10 |
celeron55 |
Taoki: not being able to control horizontally when falling is a good thing in games |
19:10 |
celeron55 |
Taoki: it's one of the things where reality *really* sucks |
19:10 |
celeron55 |
eh |
19:10 |
celeron55 |
s/not // |
19:14 |
rarkenin_ |
celeron55: So it just matters that each direction has continuous peer IDs, but each direction is indepedent of each other. Right? |
19:30 |
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19:47 |
celeron55 |
rarkenin_: yes |
19:48 |
rarkenin_ |
OK, thanls! |
19:48 |
celeron55 |
ehm |
19:48 |
rarkenin_ |
*thanks* |
19:48 |
celeron55 |
peer id is a different thing |
19:48 |
celeron55 |
you are talking about packet ids |
19:48 |
rarkenin_ |
Yeah, sorry, I meant sequnums. I was just thinking one thing, typing another. |
19:49 |
celeron55 |
what are you doing, if i may ask? |
19:50 |
celeron55 |
blah_craft: you can usually see a more precise error in stderr/stdout as printed by irrlicht |
19:50 |
rarkenin_ |
Actually, making a little utility to query extended stuff from the server, for automated detailing, like mapping, and activity levels. |
19:50 |
celeron55 |
so you are implementing the network stack yourself? on what language? |
19:51 |
rarkenin_ |
PHP, actually |
19:53 |
rarkenin_ |
If I have time, I may as well extend it to be a bot that runs on PHP in CLI mode(as opposed to webserver SAPIs) |
19:53 |
thexyz |
wow |
19:53 |
thexyz |
but why php? |
19:53 |
rarkenin_ |
The original plan was for this querynig to be done by webservers hosting server lists. |
19:54 |
rarkenin_ |
Also, I like PHP, and I don't like wasting my time typing variables. |
20:03 |
Taoki |
celeron55: Air speed can still be controlled with my patch, just very little. The old way felt very wrong and basic to me... but since the physics are settings now old air acceleration can be re-enabled too |
20:03 |
Taoki |
Problem is how to fix the new Y acceleration, which still doesn't work right |
20:03 |
rarkenin_ |
afk for 15 minutes. |
20:03 |
Taoki |
Gonna keep looking into that for now, since it should be the last bug left |
20:04 |
Taoki |
Really love how the new physics are working and feeling now though :) |
20:32 |
doserj |
PilzAdam: I included your suggestion for pull-request https://github.com/celeron55/minetest/pull/439 |
20:36 |
rarkenin_ |
What file(s) explain(s) the NodeDef, MapBlock, and MapNode serialization formats? |
20:37 |
rarkenin_ |
All I can find are the respective source files, which don't help me much. |
20:37 |
PilzAdam |
doserj, nice |
20:45 |
rarkenin_ |
Does Minetest assume a machine endianness? |
20:52 |
hmmmm |
no |
20:53 |
Taoki |
What's the exact difference between float and f32? |
20:54 |
hmmmm |
actually come to think of it, it does... the endianness of the client and server must match |
20:55 |
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20:58 |
hmmmm |
taoki, f32 means a floating point number that's 32 bits wide.. float on the other hand may be anything |
20:58 |
Taoki |
ok. So float can store more decimals and be more accurate overall |
20:59 |
hmmmm |
there are no restrictions on the size of floating point numbers except float must represent a subset of the values of double, which must represent a subset of the values of long double |
21:33 |
rarkenin_ |
OK, another question. I'm looking at a wireshark dump of a TOCLIENT_CHAT_MESSAGE. |
21:34 |
rarkenin_ |
I see my magic bytes, PeerId, channel, type, sequence number(since its reliable), then a really odd 01 00(hex) before the payload starts. What is that? |
21:36 |
rarkenin_ |
Actually, it's just the 01 after the seqnum that puzzles me. I know where the 00 came from. |
21:55 |
Taoki |
New physics are ready for testing and merging: https://github.com/celeron55/minetest/pull/483 |
21:56 |
Taoki |
VanessaE: Feel like switching your server to my branch and maybe someone else can join to test stuff? |
21:58 |
VanessaE |
dare I ask what I'll be getting into ? :-) |
21:58 |
VanessaE |
oh the water physics et.al? |
21:59 |
Taoki |
Yes. See the points in the note on that pull request |
21:59 |
VanessaE |
checking... |
22:00 |
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22:01 |
VanessaE |
sure, what the hell :D |
22:01 |
Taoki |
ok :) Just merged master into my branch, update again if you just got it |
22:01 |
hmmmm |
alright |
22:01 |
VanessaE |
I'm just about to clone it now. |
22:02 |
hmmmm |
vanessa, let's +q $~a |
22:02 |
hmmmm |
i'm getting sick of this |
22:02 |
VanessaE |
hmmmm: that'll catch way too many false positives |
22:02 |
hmmmm |
there's nothing else we can do |
22:02 |
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22:04 |
VanessaE |
hmmmm: there is - keep banning whole class C's, or even larger ranges, and forbid anyone from just nonchalantly clering the ban list. |
22:04 |
VanessaE |
sooner or later there won't be any proxy addresses left to use. |
22:04 |
hmmmm |
have you seen how many different class As he's had? |
22:04 |
VanessaE |
and maybe yeah, ban webchat entirely. |
22:04 |
VanessaE |
three by my count |
22:05 |
hmmmm |
so far |
22:05 |
hmmmm |
he stopped using the 189 which i guess was his ip without VPN |
22:05 |
VanessaE |
actually he hasn't stopped using that one |
22:05 |
VanessaE |
I've seen him just recently on that host |
22:06 |
hmmmm |
not with the most recent spamming |
22:06 |
VanessaE |
that wasn't LM, that was markv. different person or so I thought. |
22:07 |
hmmmm |
i guess not |
22:08 |
* VanessaE |
sighs |
22:09 |
hmmmm |
we'll give it a day and judge how much we actually need to do something about it |
22:13 |
VanessaE |
ok |
22:14 |
doserj |
rarkenin_: http://forum.minetest.net/viewtopic.php?pid=69521#p69521 |
22:28 |
Taoki |
Testing low gravity on VanessaE's server. If anyone is interested, compile my branch ( https://github.com/celeron55/minetest/pull/483 ) and connect :) |
22:47 |
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22:50 |
Taoki |
VanessaE: Might be doing a patch to my code in 5 minutes, don't shut down yet |
22:50 |
VanessaE |
bah, I just did haha |
22:50 |
VanessaE |
ok, going back up with it |
22:51 |
VanessaE |
(gravity set to 0.2 as before) |
22:51 |
Taoki |
NP :) |
22:52 |
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22:57 |
VanessaE |
should I be worried about your next change? ;) |
22:58 |
Taoki |
VanessaE: Update my branch again. I fixed a bug with being unable to sink into water when near the surface |
22:58 |
Taoki |
Not at all :) |
22:59 |
VanessaE |
ok, sec |
22:59 |
Taoki |
Also, please set gravity to 1.5 or something around that, it seems to be good and much more usable (I had other values in mind with 0.2 :P ) |
22:59 |
Taoki |
Something between 1 and 2 is good |
22:59 |
VanessaE |
I'll set it to 1.6, moon-like. :-) |
23:00 |
Taoki |
yes :) |
23:02 |
VanessaE |
waiting for the install to finish. |
23:03 |
VanessaE |
ok, it's up |
23:05 |
VanessaE |
I still can't swim down.... |
23:05 |
Taoki |
VanessaE: Might be another issue with the swim key, no idea in that case |
23:06 |
Taoki |
VanessaE: Ahhh. Aux 1 descends means the E button is used to go down? |
23:06 |
VanessaE |
yes |
23:06 |
VanessaE |
and it is used to sprint when on land also |
23:06 |
VanessaE |
shift is sneak in this case |
23:07 |
Taoki |
Yes, it is my fault then sorry :P Hope everyone can bare another restart, gonna fix that too |
23:07 |
VanessaE |
lol |
23:07 |
Taoki |
VanessaE: When that option is enabled, is fast movement possible any longer? |
23:07 |
VanessaE |
sure |
23:08 |
Taoki |
Cuz in this case, it will mean fast movement also descends fast automatically |
23:08 |
Taoki |
Don't restart yet tho, need to test locally first |
23:08 |
VanessaE |
on land, E runs fast when fast is enabled, or descends ladders. When flying, j turns fast on/off, and E descends |
23:09 |
VanessaE |
maybe fast while swimming shouldn't be possible? |
23:09 |
VanessaE |
just E or shift descends, and that's it? |
23:09 |
Taoki |
Fast swimming is useful. I'm not sure how this is to be done sadly... |
23:09 |
VanessaE |
hm |
23:10 |
Taoki |
Since with this, E means going up fast automatically when fast movement is on |
23:10 |
VanessaE |
then let j toggle fast on/off like while flying |
23:10 |
VanessaE |
then E (or shift) descends. |
23:10 |
VanessaE |
at least it's consistent then |
23:11 |
VanessaE |
think of swimming as flying in water :-) |
23:11 |
VanessaE |
then it makes sense |
23:11 |
Taoki |
When fast movement is off this works fine. But when it's on things conflict |
23:11 |
Taoki |
Since E either activates fast, either swims down |
23:11 |
VanessaE |
when fast movement is on, make it always on. |
23:11 |
VanessaE |
let E swim down only. |
23:11 |
VanessaE |
in other words, make the controls behave just like flying through the air |
23:12 |
Taoki |
need to think |
23:13 |
Taoki |
I think I should do that, but only when aux1 descending is enabled |
23:13 |
VanessaE |
yeah |
23:28 |
|
doserj joined #minetest-dev |
23:28 |
Taoki |
VanessaE: Coded and tested, you can update my branch. aux1_descends will work properly underwater now |
23:30 |
VanessaE |
sure thing |
23:30 |
VanessaE |
updating now |
23:33 |
VanessaE |
ok, it's in |
23:33 |
Taoki |
connecting |
23:33 |
VanessaE |
perfect. |
23:34 |
RealBadAngel |
was connected just in time |
23:34 |
RealBadAngel |
to see server shutting down lol |
23:35 |
Taoki |
It's back now :) |
23:38 |
VanessaE |
Taoki: every so often when I'm swimming on top of the water, it'll jump out of the water several blocks up (in low gravity anyway) |
23:38 |
Taoki |
VanessaE: Only in low gravity and because you're swimming up in Fast mode |
23:39 |
Taoki |
Which throws the player upward more than normally. But on normal gravity it's not as visible |
23:39 |
VanessaE |
right |
23:39 |
VanessaE |
ok so that's fine then |
23:39 |
VanessaE |
now here's a real challenge: make the water visibly splash when the player enters/exits it :D |
23:39 |
F00 |
Being able to toss yourself out of the water a bit ought to be desirable, I think. |
23:39 |
VanessaE |
(think client-side particles as with digging) |
23:41 |
F00 |
The most hilarious thing is seeing somebody die because they can't get themself out of lava due to a panel or something blocking them |
23:42 |
VanessaE |
Taoki: possible oversight: Should one be able to stop themselves short by switching from W+E to S+E? |
23:42 |
Taoki |
VanessaE: Normally yes, but there's still some inertia |
23:43 |
VanessaE |
ok good |
23:43 |
Taoki |
That should work as expected now though |
23:43 |
Taoki |
yes, works fine |
23:43 |
Taoki |
When you have fast movement on and hold down E, acceleration is automatically higher too |
23:45 |
VanessaE |
it seems to work as one would expect now. |
23:45 |
VanessaE |
the inertia in fast mode takes some getting used to, but it's good |
23:48 |
Taoki |
RealBadAngel: I see you online but not moving or saying anytihng |
23:49 |
RealBadAngel |
sry, was busy, back now |
23:49 |
Taoki |
ok., WB |