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MinetestBot |
Sheriff_U3: Dec-26 13:05 UTC <Krock> @ Survival game: How about a new approach? Have multiple companions (NPC) and guide them through a Bloons Tower Defense-like map. Level up their HP and shielding capabilities, perhaps even attack capabilities. Is that survival? |
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Sheriff_U3 |
Krock: What I'm making is more of a sandbox, survival, building game. Not a survive a bunch of waves or enemies. (Especially since I have no entities yet in my game.) |
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Sheriff_U3 |
Currently I'm learning the hard way why it's sometimes a good idea to create your own api before registering most of your nodes/items. |
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Sheriff_U3 |
Just finished transferring the bulk of node definitions to use the api's I created. Cut down the size of the game by 1.3MB. |
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Krock |
1.3 MB of .... node definitions? That's certainly a lot of code. |
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MinetestBot |
[git] y5nw -> luanti-org/luanti: Translate key names in `KeyPress::name()` (#16779) 6fd46c0 https://github.com/luanti-org/luanti/commit/6fd46c05ae50d6ee8d650d47306d36862906ab86 (2025-12-27T12:24:57Z) |
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crazylad |
I'm trying to find a solution to #14426, and I was thinking, what if "vertlabel[]" formspec element just became deprecated, and got replaced with a bool value in the "label[]" element? |
| 16:31 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/14426 -- Formspec: vertlabel element does not properly handle minetest.colorize or newlines |
| 16:32 |
MTDiscord |
<wsor4035> just an idea, could supporting vertical text via styling on regular label? |
| 16:33 |
crazylad |
that could maybe work too |
| 16:34 |
crazylad |
I was just thinking like, why do we need a whole different element to draw text lol |
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MTDiscord |
<wsor4035> maybe in 2069 new gui framework will come along https://github.com/luanti-org/luanti/pull/14263 - seems its mostly just being kicked around in rebase hell rather than anything happening |
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crazylad |
yea... |
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MTDiscord |
<wsor4035> anyways, i havent looked at all, styling way might not be feasible/reasonable for many reasons, such as style pass happens after layout or some jazz, but just throwing out a thought |
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MTDiscord |
<sheriff_u3> > 1.3 MB of .... node definitions? That's certainly a lot of code. Well it turned 10-15 lines of code to 1, so after just a few node definitions it starts to show a lot. |
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| 18:37 |
Krock |
assuming 50 characters per line, that's 750 characters per node definition. So that's about 2000 node definitions. I hope you didn't all write those yourself. That would be a somewhat tiring task. |
| 18:37 |
Krock |
correction: about 1733 node definitions |
| 18:39 |
user333_ |
my game technically doesn't define a single node, default/stairs/beds/doors/etc does them all for me :D |
| 18:40 |
sfan5 |
also called soup |
| 18:41 |
* Krock |
sips |
| 18:41 |
user333_ |
the code is a mess and needs to be rewritten tho... |
| 18:41 |
user333_ |
i cant even namespace it because the two primary mods depend on each other so much D:D |
| 18:46 |
ireallyhateirc |
some game engines allow importing collisionboxes as meshes. Would be nice if luanti supported that and also if one entity could have several subboxes. That way we could define hitboxes for larger entities and do some cool boss fight mechanics rather than just damage sponge |
| 18:46 |
ireallyhateirc |
e.g. cutting off arms and such |
| 18:47 |
sfan5 |
the hard part is "having multiple boxes", not the importing |
| 18:48 |
ireallyhateirc |
I was also thinking about making a door entity which would have separate boxes for the knob, keyhole and such (though I can work that around assuming raycasts work properly) |
| 18:49 |
ireallyhateirc |
well I'm not the engine guy here but FPS games seem to have that to distinguish a headshot from something else |
| 18:49 |
ireallyhateirc |
so I assume this is doable |
| 18:50 |
sfan5 |
not the best example, because having the raycast target be multiple boxes is trivial |
| 18:50 |
Krock |
you can surely do that. the collision detection code will hate you for doing that, though. |
| 18:50 |
sfan5 |
having the character move and taking multiple own boxes into account isn't |
| 18:51 |
MTDiscord |
<sheriff_u3> > my game technically doesn't define a single node, default/stairs/beds/doors/etc does them all for me :D |
| 18:51 |
sfan5 |
in other words: the engine could do that right now, but for movement purposes the player cbox would have to be an union or so |
| 18:51 |
MTDiscord |
<sheriff_u3> I didn't want to include default |
| 18:51 |
sfan5 |
or not an union actually, but rather the min/max box |
| 18:58 |
ireallyhateirc |
I'm not sure if I understand this correctly. I mean something like these: |
| 18:58 |
ireallyhateirc |
https://docs.godotengine.org/en/stable/tutorials/physics/collision_shapes_3d.html |
| 18:58 |
ireallyhateirc |
https://docs.godotengine.org/en/stable/tutorials/physics/ragdoll_system.html |
| 19:03 |
ireallyhateirc |
idk if godot lets you know which collision shape was hit but I assume it should |
| 19:19 |
ireallyhateirc |
so TL;DR I want to have a mechanism that would let me know which part of my mesh was hit: arm vs head vs whatever |
| 19:20 |
ireallyhateirc |
if there's no issue for this I will open one |
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MinetestBot |
[git] sfan5 -> luanti-org/luanti: Add AI notice to pull request template f18d122 https://github.com/luanti-org/luanti/commit/f18d122a8eafaeceb570e4d0835614a75c548ff1 (2025-12-27T21:22:30Z) |
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