Time |
Nick |
Message |
02:58 |
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03:04 |
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10:10 |
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11:19 |
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11:30 |
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11:30 |
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11:52 |
proller |
/announce |
11:52 |
proller |
ups sorry |
12:18 |
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12:26 |
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13:40 |
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13:50 |
* rubenwardy |
has no idea how to make the grey bar at the top: http://ompldr.org/vaGl2ZA/mtext_mockup1.png |
13:57 |
rubenwardy |
(ping: celeron55) |
14:09 |
thexyz |
looks really weird |
14:10 |
rubenwardy |
the mock up? |
14:10 |
rubenwardy |
this is what I have done so far: http://multa.bugs3.com/minetest/forum/ |
14:10 |
thexyz |
grey doesn't fit there |
14:11 |
rubenwardy |
no it does not |
14:12 |
rubenwardy |
do you prefer http://multa.bugs3.com/minetest/forum/ or http://ompldr.org/vaGl2ZA/mtext_mockup1.png |
14:13 |
rubenwardy |
(thexyz) |
14:21 |
|
proller joined #minetest-dev |
14:25 |
thexyz |
why not add another bar under the logo? |
14:25 |
thexyz |
not inside it |
14:26 |
thexyz |
I'm not sure whether this conversation is appropriate for -dev |
14:26 |
celeron55 |
the gradients of current mt-ext look horrible at least |
14:26 |
celeron55 |
and boxes everywhere |
14:27 |
celeron55 |
i at least approve website development in here |
14:29 |
rubenwardy |
Should I delete the gradients, of make them softer? |
14:29 |
|
proller joined #minetest-dev |
14:29 |
celeron55 |
delete |
14:30 |
celeron55 |
or, well |
14:30 |
celeron55 |
i don't think rubenwardy can ever design anything out of his head that would aesthetically please me at all |
14:30 |
celeron55 |
so i don't really know what to do with these discussions :P |
14:30 |
rubenwardy |
gradients removed |
14:31 |
celeron55 |
i'm a bad artist too, but "trying everything" sometimes tends to gain sufficient results... |
14:32 |
celeron55 |
where are all the web designers |
14:32 |
celeron55 |
i guess they don't play sandbox games with bad graphics |
14:34 |
rubenwardy |
what about this? |
14:35 |
rubenwardy |
ah |
14:35 |
rubenwardy |
working |
14:35 |
celeron55 |
let me quote the AVGN Game Glitches episode: "Not gonna work. Not gonna work. What time is it? Not gonna work o'clock!" |
14:36 |
rubenwardy |
I have aligned to right |
14:37 |
|
proller joined #minetest-dev |
14:40 |
rubenwardy |
(2:30:12 PM) celeron55: i don't think rubenwardy can... |
14:40 |
rubenwardy |
I doesn't help that you are fairly "fussy" about what you want |
14:44 |
rubenwardy |
The reason I made the side bar, is because it is an effective way to display data on this page: http://multa.bugs3.com/minetest/forum/viewmod.php?id=2 |
14:45 |
jin_xi |
rubenwardy: when scrolling down the carousel thing goes over the top bar |
14:45 |
rubenwardy |
yeah, I know |
14:45 |
thexyz |
oh, well |
14:46 |
thexyz |
you deny everything designers do |
14:46 |
rubenwardy |
me? |
14:46 |
VanessaE |
who? |
14:47 |
thexyz |
c55 does |
14:47 |
thexyz |
http://irc.minetest.ru/minetest-dev/2013-02-19#i_2882565 |
14:48 |
rubenwardy |
You replied to the jungle topic saying: http://forum.minetest.net/viewtopic.php?pid=71506#p71506 |
14:48 |
rubenwardy |
and this explains it: http://forum.minetest.net/viewtopic.php?pid=71562#p71562 |
14:48 |
rubenwardy |
(celeron55) |
14:49 |
thexyz |
they weren't removed just because c55 thought they were boring |
14:49 |
thexyz |
they weren't readded because of that |
14:50 |
rubenwardy |
yeah, well I was told that. Sorry. |
14:52 |
rubenwardy |
thexyz: should I keep the second bar like celeron55 suggested: http://multa.bugs3.com/minetest/forum/index.php |
14:52 |
rubenwardy |
or should I make it a new full width bar like you said? |
14:52 |
rubenwardy |
(2:25:04 PM) thexyz: why not add another bar under the logo? |
14:52 |
thexyz |
no idea |
14:52 |
thexyz |
but as for now it looks like crap |
14:53 |
rubenwardy |
celeron55: I am open minded, and I will implement your design to see what it looks like |
14:55 |
rubenwardy |
I think i have pissed c55 off |
14:56 |
VanessaE |
celeron55: regarding people re-implementing jungles...well, you can look at the results of moretrees. The jungle biome settings aren't right, but well there they are. |
14:56 |
VanessaE |
(I know you don't like bas080's mod) |
15:12 |
VanessaE |
it would be trivial to adjust the biome settings to get the old jungles back via moretrees, but that would probably crowd out the other trees. |
15:32 |
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iqualfragile joined #minetest-dev |
15:32 |
rubenwardy |
Is this what you had in mind, celeron55? http://multa.bugs3.com/minetest/forum/index.php |
15:34 |
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PilzAdam joined #minetest-dev |
15:40 |
rubenwardy |
celeron55... |
15:40 |
rubenwardy |
someone repost this, i think i am on ignore |
15:43 |
rubenwardy |
(VanessaE) |
15:44 |
VanessaE |
oh sure, and get him doubly pissed off at me? :-) |
15:44 |
rubenwardy |
nm then |
15:45 |
VanessaE |
besides, he reads the logs, too |
15:45 |
celeron55 |
eh what? i am not allowed to be away? |
15:45 |
celeron55 |
... |
15:46 |
celeron55 |
i think i need to be more away then |
15:46 |
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PotatoBrain joined #minetest-dev |
15:46 |
VanessaE |
celeron55: your timing just sucks :) |
15:55 |
proller |
celeron55, https://github.com/celeron55/minetest/pull/492 |
15:58 |
celeron55 |
rubenwardy: just do what you can and listen to other people; i really can't give you any magic opinions or solutions |
15:59 |
rubenwardy |
ok |
15:59 |
rubenwardy |
thanks |
16:00 |
celeron55 |
now does somebody find issues in proller's pull request? |
16:01 |
celeron55 |
i guess the issue of who should be responsible for running the auto-announceable servers.minetest.net should be tacked down |
16:02 |
celeron55 |
proller: if you're left with the job for now, how long do you expect to stick around providing it? |
16:02 |
VanessaE |
why aren't we just piping this all through thexyz's server monitoring thing? |
16:02 |
celeron55 |
or should it be transferred to thexyz or so |
16:02 |
VanessaE |
this seems like some duplication of effort here |
16:03 |
PilzAdam |
VanessaE, proller's pull requests makes the things that are done by thexyz currently automatically |
16:03 |
celeron55 |
i guess thexyz could implement auto-announcements to his service, but i can't force that |
16:03 |
VanessaE |
PilzAdam: right, I figured that much |
16:03 |
proller |
celeron55, as necessary |
16:03 |
VanessaE |
but I mean if thexyz is already running a server that does this job, why should we need a second similar service? could not both functions be combined into one? |
16:04 |
VanessaE |
(assuming he is up to the task of adding the extra hooks/data storage that would be needed) |
16:04 |
F00 |
Monitoring page gripe: Why is time little-endian, and why not do ping in ms? |
16:05 |
VanessaE |
F00: because people think in "it's up x% of the time", not "it took xxxx ms to respond last time it was pinged"? |
16:05 |
VanessaE |
think of the MT userbase, most folks don't seem to be technically-inclined enough to understand a ping response, specifically whether a given time is good or not. |
16:06 |
F00 |
Er, it says "ping 0.160" for the sole listed server, that's not uptime |
16:06 |
F00 |
uptime is next to that |
16:06 |
celeron55 |
ping response is irrelevant because it's just relative to the master server |
16:06 |
VanessaE |
F00: what list are you looking at? |
16:06 |
VanessaE |
http://servers.minetest.ru/ |
16:06 |
VanessaE |
I see no ping times here. |
16:07 |
F00 |
servers.minetest.net, the default URL used in proller's current pull request |
16:07 |
VanessaE |
oh, I'm looking at the one everyone is already using |
16:07 |
proller |
F00, what is "time little-endian" |
16:07 |
F00 |
"minutes hours days" rather than "days hours minutes" |
16:08 |
proller |
http://servers.minetest.net/ |
16:08 |
F00 |
Also if you're doing fractional hours it seems weird to also do fractional days |
16:08 |
VanessaE |
proller: he means you should write "1.2d, 5.5h", not "5.5h 1.2d" |
16:08 |
VanessaE |
(the fractions aside) |
16:08 |
proller |
there is 2 times |
16:08 |
proller |
last update and start time |
16:08 |
F00 |
1.5d 12h == 2 days; 1d 12h = 1.5 days |
16:08 |
VanessaE |
oh right |
16:09 |
VanessaE |
then put a slash between them or use separate columns |
16:09 |
F00 |
Oh. That's two times? |
16:09 |
proller |
and! server page is like beta and there is what to do |
16:09 |
F00 |
Yeah, confusing |
16:09 |
VanessaE |
I read "updated/started" as if they're supposed to be synonyms. |
16:09 |
F00 |
Aye |
16:09 |
proller |
slash, ok |
16:10 |
proller |
and better to delete update time |
16:10 |
proller |
its useful only for debugging |
16:10 |
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Calinou joined #minetest-dev |
16:11 |
celeron55 |
i'll suggest waiting thexyz's input on this |
16:11 |
VanessaE |
actually it might be useful for others to see "hrm, this server does not respond... oh, it hasn't announced in several weeks now." |
16:11 |
celeron55 |
umm what |
16:11 |
F00 |
If they haven't done anything in 2*default announce delay or something, I'd just delist them |
16:12 |
celeron55 |
there should be two columns, one for "updated", one for "started" |
16:12 |
celeron55 |
what kind of nonsense is that what it has now |
16:12 |
celeron55 |
8D |
16:12 |
VanessaE |
celeron55: you forgot to call it "random" or "horrible" :-) |
16:12 |
proller |
VanessaE, server hides after 900s |
16:12 |
proller |
of inactivity |
16:12 |
F00 |
That seems adequate |
16:12 |
VanessaE |
900s? that's a strange amount of time? |
16:13 |
celeron55 |
it's a strange amount of time also called 15 minutes |
16:13 |
proller |
no time_alive => 650, |
16:13 |
proller |
its 2 lost announces |
16:13 |
proller |
announces every 300s or 5 min |
16:14 |
VanessaE |
once an hour or less often is usually considered more appropriate, fyi |
16:14 |
F00 |
Er, for game servers? Getting a semi-accurate player count is useful, and that can change drastically +/- 60 minutes. |
16:14 |
VanessaE |
consider the recipient of these announcements, which might perhaps be getting hit hundreds of times every few minutes. this will drive up bandwidth usage, which may be undesirable. |
16:15 |
* Calinou |
is tempted to tell people to do a master server the sauerbraten way |
16:15 |
Calinou |
check whether the server is up or not every 60 mins and calculate ping/players in real time or so |
16:15 |
VanessaE |
then update only when a player joins/leaves, there's no reason for such a frequent "keepalive" announcement |
16:15 |
F00 |
That can potentially be much more often than every 5 minutes |
16:16 |
celeron55 |
so let's make some realistic calculations, shall we? |
16:16 |
F00 |
People have texture issues, get stuck on someone on join, sometimes end up joining and leaving 3-4 times |
16:16 |
celeron55 |
how large is one announcement, on average? |
16:16 |
VanessaE |
ok then take an average - if the last announcement was less than 5 minutes ago, withhold it. Otherwise announce it, but don't do periodic "just because I am here" announcements at anything less than 1 hour intervals. |
16:17 |
celeron55 |
i assume one announcement is about 200 bytes |
16:17 |
celeron55 |
and i think we can expect an active server count of roughly 100 in the near future |
16:17 |
F00 |
I see frequent announces as useful because an alarming number of servers are run by people on their home computers and are up/down like crazy |
16:17 |
proller |
celeron55, may be 1000bytes |
16:18 |
celeron55 |
proller: what is the average? |
16:19 |
celeron55 |
1000 bytes is quite a chunk of json, i wouldn't guess it would be that much |
16:19 |
F00 |
Even if it's a kilobyte, times a hundred servers every five minutes, that's less than a gigabyte per month. |
16:21 |
celeron55 |
kilobyte once in 5 minutes for 100 servers for a month makes... 860 megabytes per month |
16:21 |
Calinou |
every 15 minutes then? |
16:21 |
celeron55 |
and that's a very maxed out estimate |
16:21 |
Calinou |
3× less megabytes :P |
16:21 |
F00 |
servers.minetest.net is hosted by... Hetzner? |
16:21 |
F00 |
VPS? |
16:22 |
PilzAdam |
thexyz said minetest.ru has a limit of 10 TB per month |
16:22 |
F00 |
It looks like Hetzner's bottom-end VPSes include a TB of traffic a month. Their dedicated servers are unmetered 100 Mbps |
16:23 |
celeron55 |
a gigabyte is pretty close to nothing in terms of hosting |
16:23 |
F00 |
Aye |
16:25 |
celeron55 |
we can tune it in the future though - most servers will run on default config anyway |
16:25 |
F00 |
Also, some people may restart their servers via cronjob or something |
16:26 |
F00 |
Perhaps it would be good to add a random initial announce delay |
16:26 |
F00 |
To avoid clumps of servers announcing at roughly the same time |
16:26 |
proller |
celeron55, announce size can be reduced to 200-400 bytes |
16:27 |
F00 |
proller: Why set counter to 0.01 instead of just 0 when you're adding dtime to it afterwards? |
16:27 |
proller |
for first announce |
16:27 |
proller |
if !counter -> first |
16:28 |
F00 |
Yes, but it would go from 0 to non-zero because dtime should never be zero unless the game is running faster than float precision |
16:28 |
F00 |
Either way, it's very minor |
16:28 |
F00 |
I just dislike random constants |
16:28 |
celeron55 |
i'd use -1 for a special value of an otherwise positive float |
16:29 |
celeron55 |
but anyway, i don't care |
16:36 |
F00 |
Also, as far as traffic on the master server goes, the server announces will likely be greatly outpaced by clients requesting info from it |
16:47 |
proller |
celeron55, if all counters will be inited to 0.0 and one counter to -1 -> there will be a question |
16:47 |
F00 |
proller: There is one thing I'm concerned about, namely unscrupulous server owners |
16:48 |
F00 |
Inflating player count to look more active, etc. |
16:48 |
proller |
server script support blacklist |
16:49 |
F00 |
So, just play whack-a-mole and hope the bad server has a static IP? |
16:49 |
proller |
its possible to ban by regexp |
16:49 |
proller |
all net |
16:50 |
proller |
and ipv4 now more and more valuable |
16:51 |
celeron55 |
actually, that's a real concern, now that you mentioned |
16:53 |
celeron55 |
how does openttd do it? |
16:53 |
celeron55 |
i can't even see a "report server" button |
16:53 |
celeron55 |
i guess people are just nice |
16:54 |
F00 |
I play a bit of TF2 and there was kind of a scumbag arms race for a while |
16:55 |
F00 |
Just takes one "entreprenurial" jerk and then you've got dozens of bad servers faking player counts so they can serve ads to people via HTML MOTD |
16:55 |
celeron55 |
i think we can start without anything, and if it ends up too bad, we'll figure out something |
16:55 |
celeron55 |
rate limiting per ip should be done though |
16:56 |
celeron55 |
or something like that |
16:56 |
celeron55 |
so that flooding the list isn't 100% trivial |
16:56 |
F00 |
Ooh. |
16:56 |
proller |
server must reply on his port by udp |
16:57 |
F00 |
Ah, so when announcing the master server polls back? |
16:57 |
proller |
yes |
16:57 |
proller |
and show only pingable |
16:57 |
F00 |
To what extent? |
16:57 |
F00 |
Wait wait wait. That's not a good idea, necessarily. |
16:59 |
F00 |
redcrab.suret.net, perhaps the most popular public server, is run on Amazon EC2 |
16:59 |
F00 |
Which, by default, drops ICMP echoes |
17:00 |
celeron55 |
UDP != ICMP |
17:00 |
F00 |
When people say 'ping' I assume ICMP echo. |
17:14 |
rubenwardy |
Should give version code names: 0.3.1 Dungeon Master |
17:14 |
rubenwardy |
like Icecream Sandwich |
17:14 |
rubenwardy |
lol |
17:32 |
proller |
and https://github.com/celeron55/minetest/pull/482 is good |
17:47 |
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19:08 |
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Kray joined #minetest-dev |
19:15 |
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sapier1 joined #minetest-dev |
19:16 |
sapier1 |
celeron55 what do you think about implementing security this way: https://github.com/celeron55/minetest/pull/495 |
19:17 |
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doserj joined #minetest-dev |
19:17 |
VanessaE |
doserj: your change that added the mod manager broke dependency reporting on failure. can you please fix this? |
19:18 |
doserj |
VanessaE: https://github.com/celeron55/minetest/pull/500 |
19:18 |
VanessaE |
hah! |
19:18 |
VanessaE |
ok :-) |
19:18 |
doserj |
:P |
19:19 |
thexyz |
servers.minetest.net is hosted by me ATM |
19:19 |
doserj |
VanessaE: If you use the gui, you should never actually have an inconsistent configuration, so I didn't care that much about error reporting... |
19:20 |
VanessaE |
doserj: I'm used to doing things manually :-) |
19:20 |
sapier1 |
<< normaly punches everyone saying "didn't care ... about error reporting" |
19:21 |
doserj |
sapier: the error was still reported, but just not in that much detail as before |
19:22 |
sapier |
not really better ;) |
19:52 |
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deivid joined #minetest-dev |
19:59 |
deivid |
hi. I'm trying to make the blocks draw partially based on distance, but I don't know how to do it |
20:00 |
deivid |
currently the renderMap gets all the meshes from the block and draws them |
20:22 |
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david___ joined #minetest-dev |
20:34 |
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troller joined #minetest-dev |
21:03 |
|
proller__ joined #minetest-dev |
21:21 |
F00 |
celeron55: Any further thoughts regarding physics? |
21:22 |
F00 |
I don't like repeatedly dredging it up, but I'm concerned about the various implementation flaws (flying 10 blocks off the top of ladders, taking 3 or 6 damage when fast-moving downwards in water or on ladders, respectively) |
21:22 |
F00 |
Makes me wonder whether non-falling vertical inertia is worthwhile |
21:27 |
sapier |
hmm I've implemented inertia for monorail ... sometimes physicaly correct calculation gives really strange results |
21:27 |
* F00 |
thinks realism isn't generally a good goal in games |
21:28 |
sapier |
true as there are some parameters missing for inertion |
21:28 |
sapier |
you'd need friction as well as air resistance too ... both require parameters generally not available within minetest |
21:30 |
F00 |
Yeah |
21:31 |
F00 |
A problem I have with vertical inertia on ladders/etc. is that fall speed can't be predicted |
21:32 |
sapier |
it's not complicated at all it can even be done in lua but I'm using default values for those parameters ... wich work fine as long as it's a cart moving in air upon tracks |
21:32 |
sapier |
but as soon as a cart should move e.g. on dirt, stone .. etc it's getting complicated |
21:32 |
sapier |
it can |
21:33 |
sapier |
by the way you don't need to do anything special if you change speed by using acceleration |
21:33 |
F00 |
You can't predict it because of block loading |
21:34 |
sapier |
ohh so no physical problem but lack of environment information |
21:34 |
F00 |
After falling 100 nodes, someone might be falling at a speed so slow as to not incur any fall damage, if the block positioning is convenient |
21:34 |
sapier |
no no thats no problem if you add air resistance max speed is automaticaly limited |
21:35 |
F00 |
I object to terminal velocity for selfish reasons |
21:35 |
sapier |
as air resistance results in acceleration against gravity acceleration |
21:42 |
F00 |
Anyhow, if you had a terminal velocity you'd only be able to estimate the maximum speed for a given fall |
21:46 |
sapier |
you need speed on collision... why not read it at that moment? |
21:56 |
F00 |
That's how fall damage works, but you don't take damage when hitting unloaded block edges |
21:56 |
F00 |
So somebody may be reset an indeterminate number of times |
21:56 |
sapier |
hmm so problem is blocks not being loaded fast enough |
22:03 |
F00 |
Yeah, which is more or less unsolvable unless the server and client are able to communicate at very high rates with extremely low latency |
22:05 |
sapier |
which won't happen ... but damage has to be calculated on server in order to avoid clients cheating so client shouldn't be involved at all |
22:10 |
F00 |
That would be nasty, though. |
22:14 |
F00 |
Server-side movement works well in games where the client has the whole map loaded |
22:14 |
F00 |
It would be goofy to have the client fall off a tall structure, repeatedly get stopped by block loading |
22:14 |
F00 |
And then instantly die when they finally hit the ground at low speed |
22:14 |
sapier |
as far as I know atm it's some sort of dual calculation |
22:15 |
sapier |
client predicts and calculates positions while server sends updates to correct clients prediction errors |
22:15 |
sapier |
ohhh ok now i understand your problem |
22:16 |
sapier |
as long as server would be able to load blocks fast enough player most likely wouldn't hit at low speed ... still player would stop in between several times |
22:17 |
F00 |
It really depends on where the terrain is inside that final block |
22:17 |
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22:18 |
sapier |
yes .. i don't see a solution with current minetest architecture |
22:20 |
F00 |
Yeah, hence why I'm not fond of inertia when climbing/etc. |
22:20 |
F00 |
Even with exponential (yay!) deceleration, you still wouldn't be able to stop people at a precise block with ladders/water |
22:21 |
sapier |
I don't quite understand what inertia has to do with ladders ? |
22:23 |
F00 |
Prior to the new physics being introduced, ladders stopped you instantly (as did water) with no damage |
22:24 |
F00 |
Currently, ladders only decel you as fast as you accelerate while falling |
22:24 |
sapier |
when you drop on them? |
22:24 |
F00 |
Yeah. |
22:24 |
sapier |
ok now i understand |
22:25 |
F00 |
So falling 50 nodes = you need 50 nodes of ladders to stop |
22:25 |
sapier |
a interesting problem indeed |
22:48 |
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sapier left #minetest-dev |
23:00 |
hmmmm |
what is the whole thing about jungles |
23:05 |
VanessaE |
beats me, I thought I had the concept pretty well covered in moretrees (especially after today's update) |
23:10 |
doserj |
F00: I don't have a problem with the player flying up from ladders at the speed they climb them, that is just basic physics at work. But the fast move speed should be reduced on ladders (and in water), that would alleviate the problem a bit. (I think fast move speed is too fast overall, anyways...). I agree that falling speed should be slowed down more on ladders (similar to in water?) |
23:21 |
F00 |
To me, having fast move climbing equate to probable fall damage when you reach the top is... bad |
23:22 |
VanessaE |
agreed. |
23:23 |
F00 |
I see fast move climbing as... normal climbing, but faster |
23:23 |
F00 |
I.e. hypothetical hands and legs moving up one rung at a time |
23:23 |
F00 |
(Even though the climb rate is completely smooth) |
23:23 |
VanessaE |
the way I look at it, you can climb as fast as your muscles allow on a real ladder, but no matter how fast you're going, you still have to pull yourself up with eqach rung |
23:23 |
VanessaE |
each* |
23:23 |
VanessaE |
so you shouldn't overshoot the top by more than a meter or two imho |
23:24 |
VanessaE |
right, what you said :D |
23:34 |
F00 |
I also think that way on the way down. |
23:34 |
VanessaE |
well, |
23:35 |
F00 |
I.e. you stop as soon as you grab a rung |
23:35 |
VanessaE |
on the way down from a ladder, you can just slide along the rails |
23:35 |
VanessaE |
if you're going fast enough, you have no chance of grabbing a rung - it'll just pull out of your hand from your inertia |
23:36 |
F00 |
For me that's a collision between convenience and reality where the former wins out |
23:37 |
VanessaE |
of course. |
23:37 |
VanessaE |
just pointing it out |
23:37 |
F00 |
The issue with not being able to stop immediately (wihout sneak and a ledge, anyhow, which is another bug) is that you can't stop at a particular place in a tall structure |
23:37 |
F00 |
Have to hold fast move all the way and wiggle up and down to get where you want |
23:37 |
F00 |
And it's active, rather than passive |
23:37 |
VanessaE |
in the game, if you're falling fast enough, I think it should take a lot of ladders or water to stop you, but not as much as it might take in real life |
23:38 |
VanessaE |
20 ladders for terminal velocity seems about right |
23:38 |
VanessaE |
(sicne you fall at something like 200 blocks/second at terminal velocity) |
23:38 |
F00 |
There is no terminal velocity |
23:38 |
VanessaE |
yes there is. |
23:38 |
VanessaE |
sorta |
23:38 |
VanessaE |
thing is the mapgen usually can't keep up at those speeds |
23:39 |
VanessaE |
but it maxes out at about that amount |
23:39 |
F00 |
I'm fairly sure it doesn't unless the new physics added that |
23:39 |
VanessaE |
I've tested it before. |
23:40 |
F00 |
From what I recall, you end up getting so fast that FPS drops to <1 |
23:40 |
VanessaE |
back when we had the stresstest server at minetest.ru:30001, there was a hole called "Hell's Jump" that went down 7km. Jump down that and well, you get the idea |
23:40 |
F00 |
With that (collision detection?) vs your CPU speed being the limiting factor |
23:40 |
VanessaE |
Once it got past around 3 or 4km deep, your falling speed maxed out |
23:42 |
VanessaE |
of course technically, even if your falling speed just keeps increasing, assuming no map loader lag, you still have a maximum speed you can possibly hit, by virtue of the map having a ~62000 node height. |
23:45 |
F00 |
I think you were observing something else there. The gravity is just: speed.Y -= 9.81 * BS * dtime_part * 2; |
23:46 |
F00 |
No clamping from what I can see |
23:46 |
VanessaE |
interesting |
23:47 |
VanessaE |
I wonder where the effect was coming from then |
23:51 |
VanessaE |
in that case, it should be clamped to something reasonable then |