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05:27 |
hecks |
What's a typical map size in GB for a minetest server? |
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BuckarooBanzai |
hecks: depends, can be in the 100's of MB for smaller servers to 100GB+ for big servers |
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11:46 |
oil_boi |
Is there a setting where I can make players move towards their look direction baked into an override or anything? Like look fly |
11:49 |
sfan5 |
pitch_move exists but the server can't decide whether it's enabled |
11:49 |
sfan5 |
would make a lot of sense though |
11:52 |
oil_boi |
Damn |
12:07 |
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16:14 |
Warr1024 |
You can probably detect whether the player is using pitch move or not by comparing control inputs with actual motion of the player object over time, but they'd need to be in a situation where they're actively using it, i.e. swimming or flying. Then, if you detect it, the best you can do is advise them, e.g. pop up a message saying "pitch move is |
16:14 |
Warr1024 |
recommended for this game; check the key binding menu to see how to toggle it" or something. |
16:15 |
Warr1024 |
Ultimately how the player's inputs map to the intentions they confer on the player character is a player's decision and games should be limited in what they can mess with, unless they're trying to interfere with the player/character interaction somehow, like a controls reversed "confusion" debuff (which I think MT can't do without some ugly hacks) |
16:16 |
Warr1024 |
In theory, you could attach the player to an entity and handle all movement controls server-side, like the way vehicles work, but the extra round-trip time from that would be very annoying under normal play. Maybe there's something a CSM could do better though...? |
16:18 |
Warr1024 |
There are situations where I'm tempted to mix server-side and client-side control, e.g. have the player get attached for a specific situation and then detached when the special movement is done, but network latency would lead to some jank, and if the movements wouldn't be smooth then I'm better off without them anyway. |
16:46 |
oil_boi |
Hm |
16:46 |
oil_boi |
I didn't want any lag to cause players problems so I didn't go with pitch move player_acceleration |
16:55 |
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16:55 |
MinetestBot |
[git] luk3yx -> minetest/minetest: Add LevelDB player database (#9982) 982a030 https://git.io/JfHgG (2020-06-12T16:54:20Z) |
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19:57 |
oil_boi |
sfan5, https://i.imgur.com/VItRmKc.png |
20:12 |
skyliner_369 |
minecraft clone in minetest, oil_boi ? |
20:12 |
oil_boi |
Kind of, I'm making it the way I want it to be |
20:13 |
skyliner_369 |
uh huh |
20:14 |
skyliner_369 |
I'm working on my own mod, actually. The mod's name? simple. Smeltery. |
20:14 |
oil_boi |
Working on extreme optimizations and additions for servers |
20:14 |
oil_boi |
Very cool |
20:15 |
skyliner_369 |
Not gonna lie, it's heavily inspired by tconstruct |
20:15 |
oil_boi |
Dump it into my game and we'll have Feed the Weast |
20:15 |
skyliner_369 |
test the feed. XD |
20:16 |
skyliner_369 |
feed the test |
20:16 |
oil_boi |
Very noice |
20:16 |
skyliner_369 |
something like that. |
20:16 |
skyliner_369 |
If I were to do something like that, though, it'd be a game and not just a mod(pack) lol |
20:17 |
oil_boi |
I was only half kidding, I want to create buildcraft elements, like quarries, because this is going to start as a MC clone and slowly turn into FTB, but you can't have a good game with a bunch of stuff without the core elements polished |
20:18 |
oil_boi |
I am building lua methods for ultra extreme optimizations, local elements and pointers so that calculations are as fast as the cpu can push out |
20:18 |
skyliner_369 |
I'd actually make a few core things. Like fluid cores. Basically, a utility that makes putting fluids in node logic and UIs much easier. |
20:19 |
skyliner_369 |
in other words, pointing luascripts to libraries written in not lua? |
20:20 |
oil_boi |
No, to make local files work from libraries with pointers to allow other files to intercept the data |
20:21 |
oil_boi |
Like this https://github.com/oilboi/Crafter/blob/master/mods/new_functions/init.lua |
20:21 |
skyliner_369 |
ahh |
20:26 |
skyliner_369 |
I actually know very little about lua... and how mods work. Can one mod basically <hash>include a script from another? |
20:26 |
sfan5 |
oil_boi: nice |
20:58 |
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21:21 |
Wuzzy |
skyliner_369: you mean "#include" like in C? In Lua we use "dofile()" |
21:22 |
Wuzzy |
I suppose you could theoretically run a script file from another mod... but i thiink this is a very dumb idea because the mod itself usually runs all their .lua files themselves |
21:22 |
Wuzzy |
We generally only want to run .lua files within the same mod |
21:28 |
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21:39 |
MinetestBot |
[git] hoodedice -> minetest/minetest_game: Change brake rail to red (#2692) d03d7e9 https://git.io/JfHPW (2020-06-12T21:37:23Z) |
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