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04:31 |
nolsen |
O.o |
04:31 |
nolsen |
Oh shit, I forgot about my server |
04:31 |
* nolsen |
quickly checks for griefers |
04:31 |
nolsen |
Cmon, connect. |
04:33 |
nolsen |
If Cygwin will load, I have no time. |
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04:35 |
nolsen |
Welp, My place got damaged by the sons of satan that roams the internet, trolling. |
04:36 |
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04:36 |
nolsen |
Anyone who get in their path will get hear or feel the biggest rage they have ever heard of felt. |
04:36 |
nolsen |
Beware of them! |
04:36 |
nolsen |
Expect them! |
04:36 |
ajaypay |
wha? |
04:36 |
nolsen |
And watch out for the MLG ones, they think they are the king of quicksc0ping nonsense. |
04:37 |
ajaypay |
griefers path? |
04:37 |
ajaypay |
oh no |
04:38 |
nolsen |
I think someone needs to write a new mod, where instead of banning/jailing griefers, troll them. |
04:39 |
ajaypay |
how can the take my MLG(minegeld notes???) |
04:39 |
nolsen |
I love trolling little kids, and watch them rage. |
04:39 |
nolsen |
ajaypay: That's not what MLG stands for. |
04:39 |
nolsen |
MLG = Massive League Gaming, or Men lacking Girlfriends. |
04:39 |
ajaypay |
what is it? |
04:40 |
ajaypay |
oh um ok? |
04:40 |
nolsen |
I always wanted to find a little kid that does MLG nonsense and troll the hell out of it. |
04:40 |
ajaypay |
was the last one a joke? |
04:40 |
nolsen |
Sorta. |
04:40 |
nolsen |
MLG does stand for Massive League Gaming |
04:41 |
nolsen |
but Men lacking Girlfriends part is true. |
04:41 |
nolsen |
Because anyone who isin MLG is lacking a girlfriend :P |
04:41 |
ajaypay |
yeah |
04:41 |
ajaypay |
whait what? |
04:42 |
nolsen |
I need to get on CoD one day, and find an MLG kid, and troll it out, and grab some snacks and enjoy the music (which is rage). |
04:42 |
ajaypay |
dont need a girlfriend,never had one |
04:43 |
nolsen |
ajaypay: Perhaps you need to use your brain a bit more and stop asking what? what? what? |
04:43 |
nolsen |
I one time ban a kid who kept saying how on minecraft. |
04:44 |
nolsen |
He probably how'd at the ban screen. |
04:44 |
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04:45 |
ajaypay |
no protect an island dupe the kid into going there+no spawn and make shure he sleeps thel make a big box(do this only to the worst trolls) |
04:46 |
nolsen |
Welp, time for me to go now. |
04:47 |
ajaypay |
welp?more like burnt up guy in his bed trying to go to sleep. |
04:48 |
ajaypay |
its 93degreese f here! |
04:48 |
ajaypay |
farehiet |
04:49 |
ajaypay |
farenhight |
04:49 |
ajaypay |
feels like 109 |
04:51 |
ajaypay |
VanessaE did u update home decor lateley |
04:53 |
ajaypay |
on trepca i tried making a bundle of sticks but i just gut wood back |
04:54 |
* ajaypay |
is being paitent |
04:54 |
ajaypay |
k bye |
04:57 |
VanessaE |
ajaypay: I'm pretty sure that recipe conflict was fixed ages ago; gloopblocks needs updated on trepca |
05:07 |
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05:34 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Use frame instead of words 'no screenshot available' b13809f http://git.io/vtvE1 (2015-06-24T07:33:38+02:00) |
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06:31 |
bobomb |
is there a way to force flush the map each time you start a map in singleplayer mode so that you can develop mapgen mods without starting a new game each time? |
06:32 |
VanessaE |
just rm map.sqlite or map.db |
06:32 |
VanessaE |
put it in a script - minetest ; rm mapfile |
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06:48 |
hoodedice |
MinetestBot! |
06:48 |
MinetestBot |
hoodedice! |
06:48 |
hoodedice |
where were you yesterday? |
06:48 |
asl97 |
i guess it's not possible to put textures into their own folder? |
06:48 |
hoodedice |
it is? |
06:48 |
hoodedice |
IIRC it was |
06:50 |
asl97 |
i predict i would be working with over 100 textures in a mod, wanted to split them into their own folder but it doesn't seem to work |
07:07 |
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07:19 |
technomancy |
just built a binary display out of luacontrollers with my 5-year-old; he's loving it =D |
07:20 |
VanessaE |
show him my nixie tubes mod :) |
07:20 |
VanessaE |
(it works with LuaC's + Digilines) |
07:22 |
technomancy |
will have to check that out |
07:23 |
technomancy |
is there a way to mass-program luacontrollers? |
07:23 |
VanessaE |
not really |
07:23 |
VanessaE |
just copy&paste |
07:26 |
technomancy |
could really use an I/O expander =) |
07:27 |
VanessaE |
that's what digilines are for |
07:27 |
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07:27 |
VanessaE |
you send messages along a common bus, like I2C, rather than over discrete lines |
07:28 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/nixie_tubes-decatron.png |
07:28 |
VanessaE |
this for example |
07:28 |
VanessaE |
that LuaC is sending messages to each of the tubes shown there, by using a different "channel" (like a device address) for each one. |
07:31 |
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07:51 |
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07:53 |
RealBadAngel |
Calinou, have you tested minimap? |
07:55 |
hoodedice |
I HAVE -- nah jk |
07:55 |
hoodedice |
there's some vignette effect in 0.4.12 ubuntu stable that I never got on windows |
07:58 |
Calinou |
RealBadAngel, sorry, exam this afternoon... |
07:58 |
RealBadAngel |
Calinou, wel good luck :) |
07:59 |
RealBadAngel |
hoodedice, and? |
07:59 |
hoodedice |
just saying |
08:00 |
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08:00 |
hoodedice |
tfw C does not have boolean >_> |
08:00 |
hoodedice |
(pre C99) |
08:01 |
Calinou |
C11 ftw! |
08:02 |
hoodedice |
I'm pretty sure the C in use next semester will be C89 #AmericanEducationAmIRite? |
08:03 |
hoodedice |
well, this just made me appreciate modern languages a little more |
08:03 |
hoodedice |
(even though the fix is a simple typedef) |
08:06 |
hoodedice |
I also love how every other C error contains the term "core", my favourite being "core dumped" |
08:08 |
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08:12 |
hoodedice |
RBA, want to look at some really bad C code? |
08:14 |
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08:19 |
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08:29 |
Calinou |
http://webquake.quaddicted.com/Client/WebQuake.htm |
08:29 |
Calinou |
in-browser Quake |
08:32 |
VanessaE |
meh, no webgl support in chromium :-/ |
08:34 |
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08:35 |
Calinou |
https://lut.im/jprJ7ymD/afzMjsvh |
08:35 |
Calinou |
VanessaE, works fine here (Chromium 43) |
08:36 |
VanessaE |
this is 43.0.2357.81 as included in xubuntu. |
08:36 |
VanessaE |
turns out the dev who maintains this package disabled gl accel. |
08:36 |
VanessaE |
something about it being the main cause of desktop crashes in X or some such |
08:36 |
hoodedice |
hehe too bad VanessaE, working in default browser included in xubuntu =P |
08:37 |
VanessaE |
hoodedice: it usually works fine for me. this is new in *ubuntu 15.04 |
08:37 |
hoodedice |
things breaking in a new ubuntu release is new? That's new to me |
08:38 |
Calinou |
VanessaE, do WebGL test sites work for you? |
08:38 |
VanessaE |
nope. |
08:39 |
hoodedice |
...mouse doesn't work though, so yeah |
08:40 |
hoodedice |
"Do I need to bust your face open for trying to quit" |
08:43 |
asl97 |
we got yaw in object but what about pitch? |
08:44 |
VanessaE |
asl97: nope. |
08:45 |
hoodedice |
Calinou, did you check out imgrush? |
08:52 |
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09:00 |
asl97 |
i thought i could just rotate the image using [transform] but it didn't work, it also left a lot of artifacts |
09:01 |
asl97 |
oh well, another idea into the bin |
09:10 |
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09:54 |
Calinou |
hoodedice, yes, long time ago |
09:54 |
hoodedice |
why are you not using it? I thought you liked mediacrush? |
09:55 |
Calinou |
because lut.im does the job for images |
09:55 |
Calinou |
and offers temporary hosting too |
10:23 |
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11:33 |
Taoki |
Weird. I have a collisionbox enabled for an entity, yet when I hover over it nothing appears. Am I missing anything? |
11:33 |
Taoki |
It's attached to a bone BTW, but that probably doesn't matter |
11:40 |
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11:47 |
Taoki |
Ah, weird... it only works if the item isn't attached. Is this intentional? |
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15:46 |
VanessaE |
good morning |
15:56 |
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16:09 |
rubenwardy |
Has anyone here played King Arthur's Gold? |
16:09 |
rubenwardy |
(note: proprietary) |
16:10 |
VanessaE |
not me |
16:12 |
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16:13 |
rubenwardy |
It's interesting. It looks like Terraria, but you build castles and do PvP fighting. Most of the emphasis is on PvP fighting though; singleplayer is boring (there are no attackers) |
16:14 |
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17:06 |
CWz |
what would be a good way to make a mod that prevents player from digging those annoying vertical 1x1 shafts |
17:09 |
Jordach |
/ban? |
17:14 |
rubenwardy |
You use /rollback_check to see who did it |
17:15 |
rubenwardy |
You could write a mod yourself |
17:15 |
rubenwardy |
Just check on place if there are more than 4 in a stack below the player, if so then delete |
17:15 |
rubenwardy |
Would involve checking 4 * 9 blocks, and then removing 4. |
17:16 |
rubenwardy |
40 node get / sets. Might be an idea to use LVM |
17:34 |
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18:23 |
Taoki |
Can anyone help me out a bit with this code please? https://forum.minetest.net/viewtopic.php?f=47&t=12659&p=182664#p182663 The person who posted the example I'm following isn't around it seems, and I'm trying to implement it, but don't understand the calculations |
18:23 |
Taoki |
(FOV for mobs basically) |
18:25 |
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18:28 |
Taoki |
For one thing, I do not get how the dotproduct holds any information about angle and direction. It only seems to represent distance |
18:39 |
nore |
Taoki, the dot product of two vectors is equal to the product of their lengths and of the cosine of the angle between them |
18:39 |
nore |
so you can get that angle too |
18:40 |
nore |
(if you know their lengths) |
18:40 |
Taoki |
Still can't understand, trying for an hour to. What exactly do 'yaw2vec' and 'angle' return and represent in that example? |
18:40 |
* nore |
looks |
18:40 |
Taoki |
I get strange numbers I can't fully correlate |
18:41 |
Taoki |
Thanks :) |
18:41 |
nore |
yaw2vec takes the yaw of the entity, and returns an unit vector of the direction that entity is looking at |
18:42 |
nore |
and angle takes 2 vectors, and returns the angle between them (the inverse cosine of their dot product divided by their lengths) |
18:43 |
Taoki |
Ah... so yaw2vec is basically a virtual point on the 2D / 3D plane which indicates the direction? |
18:43 |
nore |
yes |
18:43 |
nore |
the point will look in a cone |
18:44 |
nore |
if you want to ignore the vertical angle, just set y to 0 in the calculations |
18:44 |
Taoki |
ok. As for angle, I noticed that it seems to depend on distance only. Even if I'm behind or in front of the mob, it's smaller or larger the closer or further I am. So I'm not sure how I get any useful info from it. |
18:44 |
nore |
(I mean, in the vector you give to it) |
18:44 |
Taoki |
It's not eg: Negative behind, positive in front |
18:45 |
nore |
the dot product should be |
18:45 |
Taoki |
Ah. I put a debug print, and it's not |
18:46 |
nore |
are you sure it is the dot product? another issue may also be that you mob is not looking in the expected direction |
18:47 |
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18:47 |
TenPlus1 |
hi folks |
18:47 |
Taoki |
Basically, the mob stands still. I go two blocks in front of it, the value is somewhere about 0.5. Then I go two blocks left, right, or behind the mob... without it moving. I still get the same value. |
18:47 |
Taoki |
hi |
18:47 |
nore |
hi |
18:47 |
nore |
hm... |
18:47 |
Taoki |
(left / right / back of the mob) |
18:47 |
Taoki |
So it only seems to represent distance, regardless of direction |
18:48 |
nore |
ah, I know |
18:48 |
TenPlus1 |
Q. is there a way to have entities display within a certain range only ? |
18:48 |
TenPlus1 |
say if player is within 10 blocks ??? |
18:48 |
nore |
it's angle(yaw2vec(yaw, pitch), vector.subtract(pos1, pos2)) you want |
18:48 |
Taoki |
TenPlus1: Have the entity scan for players periodically, in a distance of 10. Not per player however |
18:49 |
nore |
TenPlus1: the closest I have for that is code that simulates entities in Lua and shows them only if a player in nearby |
18:49 |
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18:49 |
nore |
(used in pipeworks to get "entities" in unloaded blocks) |
18:50 |
TenPlus1 |
will check pipeworks mod to see... so many problems with having too many entities in one active area... gotta limit it somehow |
18:50 |
Taoki |
Thanks, I will try that |
18:50 |
nore |
TenPlus1: it still simulates them |
18:50 |
nore |
and those entities need to be registered and created with special calls too |
18:51 |
TenPlus1 |
sounds like a lot of work for a sign/itemframe |
18:51 |
nore |
ah, for that, you could have the node to check |
18:51 |
nore |
so much easier :) |
18:51 |
TenPlus1 |
how u mean? |
18:51 |
nore |
put an abm in node |
18:51 |
nore |
that check if a player is nearby |
18:51 |
TenPlus1 |
oh right... if player close by add item, if not remove it |
18:51 |
Taoki |
nore: That's close! However, if I stand in front of the mob or behind it, the value is 90* in both cases |
18:52 |
nore |
Taoki: then the mod is looking at 90° angle |
18:52 |
nore |
so one side will be 0 and the other 180 |
18:52 |
nore |
you need to change yaw2vec by setting x -> z, and z -> -x |
18:53 |
nore |
should work |
18:53 |
TenPlus1 |
is anyone experiencing the "std::bad_alloc" errors on servers ? |
18:53 |
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18:53 |
nore |
TenPlus1: I don't remember experiencing it |
18:54 |
Taoki |
What does -> do, never used that or seen it in other mods |
18:54 |
nore |
however, I have often at startup a crash with "double free or corruption" :/ |
18:54 |
nore |
that's not syntax |
18:54 |
nore |
I just meant: replace x by z in yaw2vec |
18:55 |
Taoki |
Oh, sorry... will try that |
18:55 |
nore |
and z = ... by x = -... |
18:55 |
TenPlus1 |
the Xanadu map has grown over 60gb in size and from time to time it'll read a section of map with an error and crash server with "std::bad_alloc" error |
18:55 |
TenPlus1 |
was hoping someone else may have a solution by now |
18:56 |
nore |
hm... maybe ask on -dev, I don't know the origin of the bug |
18:56 |
nore |
but I've seen a few comments about it IIRC |
18:56 |
TenPlus1 |
lol, done that already... no answer as yet... |
18:57 |
TenPlus1 |
the devs are working hard on something tho |
18:57 |
Taoki |
I seem to have 50* in front and 130* when behind. This might be it |
18:57 |
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18:57 |
nore |
ok, then you just have one final change to do if you want to ignore pitch |
18:57 |
nore |
instead of using vector.subtract(pos1, pos2), use that vector with a 0 y coordinate |
18:57 |
Taoki |
Ah, it seems to depend on where the mob looks as well |
18:58 |
Taoki |
That part is ok, I want pitch as a parameter |
18:58 |
nore |
ok :) |
18:58 |
TenPlus1 |
thanks nore, cya folks |
18:58 |
nore |
^ that's what the yaw2vec function is for :) |
18:58 |
Taoki |
What I mean is: If the mob looks toward one direction and I stand in front of it, I get one result. Then if the mob looks in another and I stand in front of it, I get another result |
18:58 |
Taoki |
Ah, so it's intentional |
18:59 |
nore |
ehm, what? |
18:59 |
Taoki |
I was expecting it to be relative, and like always get 50* when I'm standing in front of the mob |
18:59 |
Taoki |
No matter where the mob looks toward |
18:59 |
nore |
it should always be about the same (relative to 90°) when you are in front |
18:59 |
nore |
of the mob |
18:59 |
Taoki |
Ah. Doesn't seem to |
18:59 |
nore |
... |
18:59 |
nore |
are you sure you use the yaw of the mob? |
19:00 |
Taoki |
Yeah. I noticed that now I get 50* when behing the mob instead |
19:00 |
nore |
ah, there is a sign problem then |
19:00 |
nore |
try to put a "-" before the x coordinate |
19:00 |
nore |
(in yaw2vec) |
19:01 |
Taoki |
Aha... the problem is that it reverses |
19:01 |
Taoki |
If the mob's yaw goes past a certain point, I stop getting 50* in front of it and get 50* when back from it |
19:01 |
Taoki |
And vice versa with 130* |
19:01 |
nore |
yeah, that looks like a sign problem |
19:01 |
Taoki |
I'll try that |
19:03 |
Taoki |
x = -math.sin(yaw) * math.cos(pitch), ... ? |
19:03 |
nore |
yep |
19:04 |
Taoki |
Thanks, that solved it! I get 125* in front of the mob all the time now. |
19:04 |
nore |
good :) |
19:05 |
Taoki |
Need to figure out what exactly to check however, to tell if I'm within the FOV. |
19:05 |
nore |
you need to check 180 - angle <= fov |
19:06 |
Taoki |
Aha |
19:06 |
Taoki |
Yeah, I think I see now |
19:06 |
nore |
(you should set the fov to 80-85 or so) |
19:06 |
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19:08 |
Taoki |
I wonder why I get a weird value like 125* Instead of 0* or 90* or 45* |
19:08 |
Taoki |
When right in front of the mob |
19:08 |
Taoki |
Also angle changes a lot with distance, even if I'm still right in front and parallel |
19:09 |
Taoki |
So if I move toward or away from the mob, while facing it parallel, the angle increases and decreases a lot |
19:09 |
Taoki |
From 124* to 160* in 3 nodes |
19:10 |
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19:11 |
Taoki |
Huh... but on the sides of the mob this doesn't happen. And I get 90* on each side. |
19:12 |
Taoki |
Even if I step away or toward the mob, if I stay aligned with its side the angle remains 90*. I could rotate it back, but since it's 90* on both sides that would re-add the issue of front and back being difficult to distinguish. |
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19:25 |
CoolantDragon |
Hey, where's the link to svg of the MT logo? |
19:25 |
sfan5 |
sec |
19:26 |
sfan5 |
CoolantDragon: https://github.com/minetest/minetest/blob/master/misc/minetest-icon.svg |
19:26 |
CoolantDragon |
Thanks |
19:30 |
nore |
<Taoki> So if I move toward or away from the mob, while facing it parallel, the angle increases and decreases a lot <-- that's the pitch thing |
19:31 |
nore |
shouldn't happen if you ignore pitch by setting all y coordinates to 0 |
19:31 |
Taoki |
nore: Pitch is already 0. So I'm walking along the axis if the cone. |
19:31 |
nore |
yes, but you need to set the y coordinate of the vector subtraction to 0 too |
19:31 |
Taoki |
nore: But that is solved if I replace sin with cos for x and z again. Problem is that this re-introduces not being able to tell between front and back again |
19:33 |
nore |
does setting it to 0 work better? |
19:33 |
Taoki |
Pitch is 0 already. |
19:34 |
Taoki |
If I fly up or down, the value barely changes by any amount though. So not sure if pitch fully works anyway |
19:35 |
Taoki |
I assume 0 is fully horizontal... should be |
19:39 |
nore |
^ it is |
19:39 |
nore |
did you try flying up & down very close to the mob? |
19:40 |
Taoki |
Both closer and a bit further. Pitch doesn't seem to do much though |
19:40 |
Taoki |
Doesn't have the same influence as horizontal movement by far, just a few decimals |
19:40 |
Taoki |
So something must be wrong |
19:41 |
Taoki |
http://pastebin.com/raw.php?i=nZsMSxpp This is what I have now |
19:42 |
Taoki |
^ works perfectly when it comes to yaw, and returns 0 when standing right in front of the mob's face (at any distance). But it also does the same when behind the mob, plus pitch doesn't seem to do enough |
19:43 |
nore |
hm... |
19:43 |
nore |
try swapping x and z again :) (and negate one of them) |
19:45 |
Taoki |
nore: Didn't work too well. If I swap sin and cos between x and z, the cone starts ranging between the mob's sides, which is incorrect |
19:46 |
nore |
hm... it's quite strange that 0 is in front though |
19:46 |
nore |
it should be closer to 90/-90 with what I see from your code |
19:46 |
Taoki |
Normally, 90 is in front. I did 90 - calculation to undo that |
19:46 |
Taoki |
Which is indeed strange |
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20:02 |
Taoki |
Obviously, when pitch is 0, x and z are multiplied with 1, and y remains 0 (I think). So it's even more strange that this happens and pitch is ignored, since it means a virtual cone isn't being created. |
20:02 |
Taoki |
Rather a flat cone |
20:02 |
Taoki |
**a 3D cone |
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20:06 |
tranquilliam |
Hi, I was wondering how you would code a technic machine. Does anyone know how? |
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20:14 |
est31 |
tranquilliam, which machine? |
20:18 |
Taoki |
Yeah, I'll probably have to leave pitch out because it simply won't work :( |
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20:27 |
TheWild |
is the cone still a problem? |
20:30 |
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20:33 |
Taoki |
TheWild: Yes |
20:33 |
Taoki |
Nothing I try seems to work properly |
20:35 |
TheWild |
well... gist just hung my browser |
20:37 |
TheWild |
okay, http://pastebin.com/QXbHYNHq |
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20:38 |
Taoki |
TheWild: pos is the position of the mob, vec is the position of the target? |
20:39 |
Taoki |
Sorry, that's commented above |
20:39 |
* Taoki |
is pretty tired for some reason this night |
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20:43 |
Taoki |
FYI: The problem might be with the yaw2vec, used to determine the vector direction. Namely all the sin and cos combinations which are very difficult to get right and test |
20:46 |
Taoki |
TheWild: The part you pastebinned works fine. Sadly, it replaces the other implementation which worked fine as well. The problem is yaw2vec, and the sin / cos combinations there |
20:46 |
* TheWild |
scratches on paper |
20:47 |
Taoki |
TheWild: http://pastebin.com/raw.php?i=S0SK0dBZ This is the version I got working best. It almost works but has two problems: 1 - If you stand behind or in front of the mob, it returns the same thing (90*). 2 - If pitch is a value other than 0, everything breaks... pitch is not being calculated properly. |
20:49 |
TheWild |
the same I wrote on paper... but... |
20:50 |
Taoki |
The normal result would be something like: If you're standing right in front of the mob (parallel to its face), the result should be 0. If from there you go a little to the left, the result should decrease (to something like -10*), whereas if you go the same amount to the right it should increase (+10*). Doesn't matter which is which of course... I will use math.abs anway since I only care for val |
20:50 |
Taoki |
However, pitch should also change the aim of the cone in height. So if you go above or below the mob, the angle difference increases on top of that. Still, going left and right should increase or decrease around the same vertical 0 the same way, if that makes sense. |
20:51 |
TheWild |
quick testing shows that Minetest assumes 0° being toward z positive |
20:51 |
Taoki |
Also, if you are right behing the mob, you should normally get an angle like 360*. Straight to the left or right should be -180* and 180* |
20:51 |
TheWild |
and 90° toward z negative |
20:52 |
Taoki |
Ah |
20:53 |
TheWild |
try this: return {x = -math.sin(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.cos(yaw) * math.cos(pitch)} |
20:53 |
Taoki |
I think I did, but will try it again |
20:54 |
TheWild |
<TheWild> and 90° toward z negative <- I meant: toward x negative |
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20:56 |
MinetestBot |
[git] est31 -> minetest/minetest: Return to ignore 3d43df9 http://git.io/vtICd (2015-06-24T22:47:41+02:00) |
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20:57 |
Taoki |
TheWild: Doesn't seem to work either |
21:06 |
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21:06 |
TheWild |
I found that yaw is flawed - it is not revelant to what is displayed on F5 |
21:07 |
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21:08 |
Taoki |
Ah. Might be... that is a pretty bad thing on the code side IMO |
21:10 |
TheWild |
whew... this one should be finally correct: |
21:10 |
TheWild |
return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)} |
21:12 |
TheWild |
hey, anyone read that? Player's yaw is not revelant to what is displayed on debug screen. When you turn to yaw=270, player:get_look_yaw() produces ~6.28, which is definitely PI/2 |
21:13 |
TheWild |
s**t, I wrote PI/2? |
21:13 |
TheWild |
O_o |
21:13 |
Taoki |
Will try it as well |
21:13 |
TheWild |
I meant 2*PI |
21:14 |
Taoki |
TheWild: Works like my "best working example" I mentioned before, so it still has the two issues: Pitch is ignored, and I get 90* both in front of and behind the mob (I cannot separate the two) |
21:16 |
TheWild |
which function produces 90°? |
21:18 |
Taoki |
TheWild: The last one you linked. With the other hald from that pastebin you posted |
21:18 |
Taoki |
[00:07:13] <TheWild> return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)} |
21:19 |
TheWild |
ummm... you are passing of course mob looking vector, don't you? |
21:20 |
Taoki |
TheWild: self.object:get_yaw() |
21:20 |
Taoki |
pitch is 0, I manually set it to 45* only to test |
21:21 |
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21:24 |
TheWild |
the function I posted on pastebin produces only positive values |
21:24 |
TheWild |
you want to distinguish left and right? |
21:25 |
TheWild |
something on front of mob should be near 0°, while something behind should be near 180° |
21:28 |
Taoki |
TheWild: When standing right in front of the mob, the angle should be 0*. If standing a little to the left or right, it should be -something* or +something*. |
21:28 |
TheWild |
+something |
21:28 |
Taoki |
The one you posted does that, but both for the front and back. Also pitch doesn't seem to be accounted. |
21:31 |
TheWild |
that's weird. |
21:32 |
TheWild |
right now I'm testing my own yaw and pitch. yaw2vec works fine |
21:32 |
TheWild |
my function also |
21:33 |
TheWild |
check your yaw2vec once more. It should not have any '-' in it. |
21:35 |
Taoki |
I'm using the last one you pasted |
21:35 |
Taoki |
[00:07:13] <TheWild> return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)} |
21:39 |
TheWild |
crap! |
21:39 |
TheWild |
I see it now |
21:42 |
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21:42 |
TheWild |
Devs!? What will happend when I do player:set_look_yaw(player:get_look_yaw()) ? |
21:43 |
TheWild |
s/happend/happen/ |
21:44 |
TheWild |
Taoki, I'm sorry but could you change yaw2vec once again? |
21:44 |
TheWild |
return {x = -math.sin(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.cos(yaw) * math.cos(pitch)} |
21:44 |
Taoki |
No worries, and sure. |
21:44 |
Taoki |
Will test it in a few minutes |
21:45 |
TheWild |
noone wants to hear my grumbling about bugs |
21:48 |
Taoki |
TheWild: That seems to only make the cone sideways, same issues apply |
21:51 |
TheWild |
ummm... hey, wait... |
21:51 |
TheWild |
object:get_look_dir() |
21:52 |
TheWild |
great! Produces nil for me |
21:55 |
TheWild |
and entites have no pitch |
21:55 |
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22:01 |
Taoki |
:< |
22:02 |
TheWild |
one moment |
22:02 |
TheWild |
I'm making progress |
22:04 |
TheWild |
http://pastebin.com/iQXGCZjf |
22:12 |
TheWild |
have you checked this? |
22:13 |
TheWild |
Taoki? |
22:19 |
TheWild |
nevermind, I'm going to bed still being not sure it was working or not. |
22:19 |
TheWild |
good bye |
22:19 |
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gayyyyy was kicked by Jordach: gayyyyy |
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22:31 |
U1timat3Tr0113r |
wow |
22:31 |
U1timat3Tr0113r |
You kicked me because I was using my nick to spam #freenode |
22:31 |
U1timat3Tr0113r |
hehe |
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22:32 |
U1timat3Tr0113r |
gaay |
22:32 |
U1timat3Tr0113r |
lol |
22:36 |
U1timat3Tr0113r |
GAAAAYAYY |
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22:43 |
U1timat3Tr0113r |
TIL not to troll when your fucking internet is fucked up. |
22:43 |
U1timat3Tr0113r |
Because you can't /join, /msg, then /part. |
22:43 |
U1timat3Tr0113r |
erm troll/spam |
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