Time |
Nick |
Message |
00:09 |
erle |
ireallyhateirc please elaborate |
00:10 |
ireallyhateirc |
I have a game with non-standard player scale where 1 node is ~0.5 - 0.55 m |
00:10 |
ireallyhateirc |
I make furniture that is more or less real world scale |
00:11 |
ireallyhateirc |
but the top of the table does not align with the node grid |
00:11 |
ireallyhateirc |
so say the height of the table is around 2.2 nodes |
00:12 |
ireallyhateirc |
in order to place some items (nodes) on the table, I'd need to add an offset to the node |
00:12 |
ireallyhateirc |
but at the same time there are other nodes that are not meshes in the game that are perfectly aligned to the grid |
00:13 |
ireallyhateirc |
say I make a flower pot node and want to place it both on the table and on the floor, then I'd need 2 versions - one with one without the table offset |
00:13 |
ireallyhateirc |
erle, got it now? |
00:13 |
erle |
yeah got it. unfortunately, that thing is common. |
00:14 |
erle |
tbh i'd probably adjust the thing to the grid and make the table 2 nodes |
00:16 |
ireallyhateirc |
and then meticulous work with making the scale like IRL goes to hell |
00:18 |
ireallyhateirc |
I'll find a way. |
00:18 |
erle |
ireallyhateirc i have seen really neat workarounds for these kinds of things, e.g. https://content.luanti.org/packages/AwesomeDragon97/stair_carpets/ |
00:18 |
erle |
the big issue here is that placing a node directly on the carpet no longer works |
00:19 |
ireallyhateirc |
I could implement some items as entities and make them change offset depending on what they were placed on |
00:19 |
ireallyhateirc |
or just the tedious solution - making 2 offset variants of each node that can be placed on a table |
00:19 |
erle |
yeah |
00:19 |
erle |
i mean that's probably automatable to some extent? |
00:20 |
ireallyhateirc |
should be |
00:24 |
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01:06 |
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01:29 |
MTDiscord |
<mistere_123> ireallyhateirc: you could make the things on the table objects, which collide with the table's nodebox... if the collision works at that scale |
01:47 |
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02:06 |
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02:12 |
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02:23 |
erle |
hey why do i need to select a base game? |
02:23 |
erle |
like, what's the issue with it? |
02:23 |
erle |
i always wondered why it has to be done |
02:23 |
erle |
when i install some mod |
02:24 |
MTDiscord |
<wsor4035> dependencies |
02:24 |
erle |
because the base game might provide them or not? |
02:25 |
erle |
i guess that makes sense |
02:26 |
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02:57 |
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03:33 |
[MatrxMT] |
<Blockhead256> +1 to just avoiding debian's packaging system for mods an games for luanti entirely |
03:33 |
[MatrxMT] |
<Blockhead256> this is from a debian user |
03:33 |
[MatrxMT] |
<Blockhead256> just use ContentDB |
03:42 |
[MatrxMT] |
<Blockhead256> a better use of time would be if someone who regularly compiles from source were to become the debian maintainer |
03:42 |
[MatrxMT] |
<Blockhead256> maintaining luanti, luantiserver and minetest-mapper (has that been renamed yet?) |
03:43 |
[MatrxMT] |
<Blockhead256> I've seen the debian games team take like 2 months to apply security fixes, and even Debian sid lags the slow release cadence of Luanti |
04:21 |
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04:58 |
MTDiscord |
<wsor4035> just going to cross post to here, if you would like your game jam package pre approved by and editor, make sure it doesnt have the wip label/tag |
05:00 |
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05:09 |
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05:12 |
MTDiscord |
<jordan4ibanez> Who is Voxel and how did he hack into my video game? |
05:13 |
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05:13 |
MTDiscord |
<wsor4035> i dont know, but apparently they decided the ibre part of the name was bad :juanchi_face: |
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