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placeholder_name |
So I've run into a wall, figuratively speaking. I've figured out how to change my character's skin, but not hand. How would I resolve this? |
| 04:32 |
placeholder_name |
I know what file to replace, but I'm not certain as to how to make the hand match the look of the third person body. |
| 04:53 |
MTDiscord |
<Warr1024> If you have custom per-player skins then you'll probably need a coresponding custom per-player hand, which will also need to be registered at startup time |
| 04:53 |
MTDiscord |
<Warr1024> unlike player entities, nodes and wielditems have to be pre-registered |
| 05:02 |
placeholder_name |
Yeah, unfortunately while I figured that out and found the hand skin, wieldhand.png, I don't know how to take the skin and make a hand matching in appearance. |
| 05:05 |
placeholder_name |
Not sure the best way to phrase my problem, but in short, I'm not sure what the hand image should look like, where each pixel should go. |
| 05:15 |
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| 05:20 |
MTDiscord |
<GreenXenith> placeholder_name: If you use a mesh for the hand then you can just UV map the skin onto the hand mesh |
| 05:21 |
MTDiscord |
<GreenXenith> For my server I just used a cubic hand, similar to Minecraft .. easier to map |
| 05:35 |
placeholder_name |
I think I figured it out and made it with GIMP, just need to load it up. |
| 05:36 |
placeholder_name |
there was an attempt. |
| 05:36 |
placeholder_name |
Can someone please show me an example 1st person hand? I can easily work from there. |
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placeholder_name |
Hello delta, surprised to see you here. Thought you mostly worked on Mindustry stuff. :P |
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specing |
Has anyone thought about a proper GUI library instead of the formspecs? |
| 15:24 |
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| 15:24 |
specing |
something like SpringRTS's chiliui or freeorions libgigi? |
| 15:25 |
specing |
the former is done in lua itself |
| 15:25 |
rubenwardy |
none of the existing GUI libraries are any good |
| 15:33 |
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| 15:37 |
specing |
rubenwardy: chili is not? |
| 15:37 |
specing |
you've evaluated it? |
| 15:38 |
rubenwardy |
I've evaluated quite a few, but not that one |
| 15:38 |
rubenwardy |
it looks like it hasn't been updated since 2016 |
| 15:38 |
rubenwardy |
and there's only 16 stars |
| 15:39 |
specing |
check gajop's repo |
| 15:39 |
rubenwardy |
is this actually included in the spring sourcecode? |
| 15:39 |
specing |
he's maintaining it |
| 15:39 |
specing |
no |
| 15:39 |
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| 15:39 |
specing |
it's included in the game repos of the games that use it |
| 15:41 |
rubenwardy |
there are two different problems that need to be solved - the API and the actual UI |
| 15:41 |
rubenwardy |
formspecs are an API |
| 15:41 |
rubenwardy |
they're currently implemented using the Irrlicht GUI library |
| 15:41 |
rubenwardy |
a lot of the problem with formspecs is actually with formspecs and not Irrlicht GUI, although Irrlicht GUI isn't that great either |
| 15:41 |
specing |
chili uses opengl api exported to lua |
| 15:41 |
specing |
and provides an api of its own |
| 15:41 |
rubenwardy |
yeah, but that only really helps on the client |
| 15:42 |
specing |
hmm? |
| 15:42 |
rubenwardy |
The Lua API almost definitely won't work over the net. That being said, it is good to have Lua bindings for the client - makes it easier to make custom components |
| 15:43 |
rubenwardy |
I like the look of nanogui, I need to check it out some itme |
| 15:45 |
rubenwardy |
if spring itself is still actively developed and they heavily depend on chiliui then that's good |
| 15:48 |
rubenwardy |
The current plan is to pull in Irrlicht GUI into our code base - like supertuxkart |
| 15:49 |
rubenwardy |
and have a Lua DSL API which uses JSON over the network |
| 15:49 |
rubenwardy |
that would work best if we can pull in the work supertuxkart has done |
| 15:56 |
specing |
rubenwardy: spring itself is just an engine. It provides a basic drawing API to games |
| 15:56 |
rubenwardy |
So chiliui is a third-party library? |
| 15:56 |
specing |
games ship chiliui/redui/... to provide a high-level widget api |
| 15:56 |
specing |
yes, but no (it is developed by the same people that work on the engine and games) |
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| 19:49 |
MinetestBot |
Wuzzy: Sep-11 17:08 UTC <Krock> 2020-09-11 19:07:30: WARNING[Server]: Deprecated usage of statbar without size! (at minetest_hudbars/init.lua:232) |
| 19:55 |
Wuzzy |
Krock: ? |
| 19:56 |
Krock |
Wuzzy: ?? |
| 19:56 |
Wuzzy |
i hate this |
| 19:57 |
Wuzzy |
Krock: also, can't reproduce. context? |
| 19:57 |
Krock |
please give me your wayback time machine... I also need to figure out |
| 19:57 |
Wuzzy |
lol |
| 19:57 |
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| 19:59 |
Wuzzy |
i believe i already had this bug before, and fixed it since then. maybe u used an ancient version? |
| 19:59 |
Wuzzy |
either that, or the bug crept back in |
| 20:00 |
Krock |
clone up to date, commit 0684bac45b |
| 20:00 |
Krock |
can reproduce with only hudbars enabled |
| 20:02 |
Wuzzy |
thats not up-to-date ? |
| 20:02 |
Wuzzy |
a250d2a350cbc20dac030437266ccb1f825d72c9 |
| 20:02 |
Wuzzy |
↑ latest commit |
| 20:02 |
Wuzzy |
latest version = 2.2.0 |
| 20:02 |
Wuzzy |
2.2.2* |
| 20:03 |
Krock |
Date: Sat Jul 11 03:41:09 2020 +0200 Version 2.3.1 |
| 20:03 |
Krock |
the future is now |
| 20:04 |
Krock |
v2.2.0 of hudbars was commit 2ffcd94 |
| 20:04 |
Wuzzy |
still not reproducible |
| 20:04 |
Wuzzy |
mt 5.3.0, hb v2.3.1 |
| 20:05 |
Krock |
hudbars_bar_health.png hudbars_bar_breath.png are the images used for the HUDs.. probably a builtin problem then.. |
| 20:06 |
Krock |
no, "bar_size" is "Intentionally set to nil. For some reason, on some systems, the progress bar is displaced when the bar_size is set explicitly here. [...]" |
| 20:06 |
Krock |
hmmm |
| 20:07 |
Wuzzy |
well i DO set size to nil intentionally |
| 20:07 |
Wuzzy |
220 -- NOTE: Intentionally set to nil. For some reason, on some systems, |
| 20:07 |
Wuzzy |
221 -- the progress bar is displaced when the bar_size is set explicitly here. |
| 20:07 |
Wuzzy |
222 -- On the other hand, setting this to nil is deprecated in MT 5.0.0 due to |
| 20:07 |
Wuzzy |
223 -- a debug log warning, but nothing is explained in lua_api.txt. |
| 20:07 |
Wuzzy |
224 -- This section is a potential bug magnet, please watch with care! |
| 20:07 |
Wuzzy |
225 -- The size of the bar image is expected to be exactly 2×16 pixels. |
| 20:07 |
Wuzzy |
226 |
| 20:07 |
Krock |
yes thanks. I also found that. trying to figure out why that's a problem |
| 20:08 |
Wuzzy |
so its an ugly workaround to an ugly minetest bug ? unless it got fixeed in 5.3.... |
| 20:09 |
Wuzzy |
i didnt get the warning tho |
| 20:11 |
Wuzzy |
well the whole progress bar idea in hudbars is a giant hack anyway. I hope it can be moved to the engine one day. engine would be able to render progress bars much more accurately anyway |
| 20:12 |
Krock |
except that the HUD API is a PITA too |
| 20:15 |
Wuzzy |
haha. |
| 20:15 |
Wuzzy |
what in Minetest is *NOT* a PITA? |
| 20:15 |
Wuzzy |
? |
| 20:16 |
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| 20:16 |
Krock |
player database migration |
| 20:22 |
MTDiscord |
<Jordach> Using mods that don’t sanity check for nil |
| 20:22 |
MTDiscord |
<Jordach> coughs in hud bars general direction |
| 20:36 |
Wuzzy |
Jordach: I know. but i had no other choice in this case ? |
| 20:37 |
Wuzzy |
I have the choice of either using a deprecated but functional mode, or a non-deprecated mode that is proven to break hudbars on Windows but not GNU/Linux... |
| 20:38 |
Wuzzy |
i have long given up in finding a solution for that one, tbh |
| 20:40 |
Jordach |
but windows dpi is now 9y |
| 20:40 |
Jordach |
96 |
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| 21:04 |
Wuzzy |
Jordach: Oh, so it is consitent with Linux? Does it mean I can safely set size again? |
| 21:05 |
Jordach |
yes |
| 21:08 |
Wuzzy |
ohhhhhhhhhhh |
| 21:08 |
Wuzzy |
thanks!! |
| 21:08 |
Jordach |
what is reading the changelog |
| 21:10 |
Wuzzy |
i did |
| 21:10 |
Wuzzy |
but i must have forgotten about this |
| 21:10 |
Wuzzy |
too many changes lol |
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