Time Nick Message 02:33 MinetestBot Sheriff_U3: Dec-26 13:05 UTC @ 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? 02:36 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.) 02:39 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. 03:26 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. 11:52 Krock 1.3 MB of .... node definitions? That's certainly a lot of code. 12:25 MinetestBot 02[git] 04y5nw -> 03luanti-org/luanti: Translate key names in `KeyPress::name()` (#16779) 136fd46c0 https://github.com/luanti-org/luanti/commit/6fd46c05ae50d6ee8d650d47306d36862906ab86 (152025-12-27T12:24:57Z) 16:31 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 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 16:35 MTDiscord 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 16:37 crazylad yea... 16:38 MTDiscord 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 17:35 MTDiscord > 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. 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 > 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 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 21:24 MinetestBot 02[git] 04sfan5 -> 03luanti-org/luanti: Add AI notice to pull request template 13f18d122 https://github.com/luanti-org/luanti/commit/f18d122a8eafaeceb570e4d0835614a75c548ff1 (152025-12-27T21:22:30Z)