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frostsnow |
I don't think tools have an on_use(). They have an on_dig() for digging. Consumables like food have an on_use(). |
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swift110-mobile |
hey all |
| 03:12 |
Mantar |
hello |
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mtvisitor |
ok. |
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mtvisitor |
https://github.com/minetest/minetest/issues/12746/ |
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mtvisitor |
Zughy: how much score will you give to minetest engine version 5.8 ? |
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Mantar |
about 20 points |
| 05:30 |
mtvisitor |
20, 80 or 85 ? |
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mtvisitor |
please do not worry, this is not a formal audit question, or some stupid yes/no question. |
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mtvisitor |
Mantar: 20 is really a low score. ;-) |
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* mtvisitor |
will also build some houses on his local computer. ;-) |
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mtvisitor |
i mean only in my spare time. |
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Mantar |
depends on the scoring system, if it's soccer that's a great score |
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mtvisitor |
agree, thanks. |
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MinetestBot |
shaft: Jun-09 21:02 UTC <Road_Killer> You even suck at trolling, that's astounding... |
| 18:36 |
shaft |
how do you move an object |
| 18:36 |
shaft |
or player continuesly in a direction with lua? |
| 18:37 |
shaft |
I mean in interpolated manner. I tried object:move_to but it just teleported |
| 18:40 |
MTDiscord |
<luatic> for an object: set velocity |
| 18:40 |
MTDiscord |
<luatic> for a player: attach to an object which has velocity set |
| 18:40 |
MTDiscord |
<luatic> move_to also works but is near instantenous |
| 18:42 |
shaft |
But over a surface? Disable gravity? |
| 18:43 |
MTDiscord |
<luatic> huh what does that have to do with gravity |
| 18:43 |
MTDiscord |
<jordan4ibanez> Raycast down, if it's hit, disable player gravity if not, enable |
| 18:44 |
MTDiscord |
<jordan4ibanez> Simple, next, if nil, you have your answer, can wrap this in a function |
| 18:50 |
Adamsky |
If I want to have an entity disappear after 3 seconds of existing, how would I go about doing this? |
| 18:50 |
MTDiscord |
<luatic> there are multiple approaches |
| 18:51 |
MTDiscord |
<luatic> the standard one probably is to have the entity store a timer which is incremented by dtime in on step; if that reaches >= 3, call self.object:remove() |
| 18:51 |
Adamsky |
that's what I was thinking of doing, but I can't figure out how to actually store the number in question |
| 18:52 |
Krock |
self.my_timer = 3 |
| 18:52 |
MTDiscord |
<luatic> in on_activate, do self._timer = 0 |
| 18:52 |
Krock |
on_step = function(.....) self.my_timer = self.my_timer - dtime ... self:remove() end |
| 18:52 |
Krock |
something along those lines |
| 18:52 |
MTDiscord |
<jordan4ibanez> We are scientists |
| 18:53 |
Krock |
https://github.com/minetest/minetest/blob/master/builtin/game/falling.lua#L348-L353 |
| 18:53 |
Krock |
example from the falling node entity which deletes itself when colliding with ground |
| 18:53 |
Adamsky |
thank you very much |
| 18:53 |
Krock |
!next |
| 18:53 |
MinetestBot |
Another satisfied customer. Next! |
| 18:53 |
Adamsky |
I was overthinking this a lot |
| 18:54 |
MTDiscord |
<luatic> fwiw please try to stick to the underscore naming convention |
| 18:54 |
Krock |
FYI: "self" is in fact a table within core.luaentities[entity_id] |
| 18:54 |
MTDiscord |
<luatic> (your custom fields should be called self._my_thing) |
| 18:54 |
Krock |
thus it'll be unique per entity |
| 18:56 |
MTDiscord |
<jordan4ibanez> You can also store this in a variable, in the blueprint, if you want a more concrete object oriented feeling |
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| 19:22 |
shaft |
How do I find out at what rate I'm deaccellerating horizontally? |
| 19:22 |
shaft |
Is it in Minetest Game or the engine? |
| 19:24 |
MTDiscord |
<warr1024> how are you decellerating? |
| 19:25 |
Krock |
player acceleration and velocity is entirely client-side |
| 19:25 |
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| 19:26 |
MTDiscord |
<warr1024> If you're looking at it client-side, you'd have to calculate delta-velocity divided by time across two time samples. |
| 19:26 |
MTDiscord |
<warr1024> You'd also have to detect when the player's position hasn't been updated (waiting for an update from the client) |
| 19:26 |
MTDiscord |
<warr1024> And there's some kind of adjustment you have to do for it that I forget because calculus. |
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| 19:38 |
shaft |
mobs don't like me setting their velocity either and just reset it. So basically I have to register an object, spawn that, attach the entity to it and have it handle all movement until it lands where it should? |
| 19:44 |
MTDiscord |
<warr1024> mobs resetting the velocity you're setting sounds like a problem with the mod, rather than a fundamental limitation of the engine |
| 19:44 |
MTDiscord |
<warr1024> your proposal is a potential workaround, I guess, if you don't want to go messing with the internals of the mods |
| 19:45 |
MTDiscord |
<warr1024> If you're hoping to do something like server-side falling (or other sudden acceleration) damage calculations or something, you may find that the jank is not tolerable though 😄 |
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| 20:19 |
shaft |
How do I set the entity to have gravity? |
| 20:20 |
MTDiscord |
<warr1024> set an acceeleration |
| 20:20 |
Krock |
@warr1024 but that's gravitational acceleration and not gravity by itself :P |
| 20:22 |
Krock |
F = G * m1 * m2 / r². assuming that the entity is m1, the resulting acceleration would be a = G * m2 / r² |
| 20:23 |
* Krock |
vanishes |
| 20:27 |
MTDiscord |
<warr1024> It might just be barely theoretically possible to pack enough mass into a minetest world to have a noticeable gravitational force of its own, but it wouldn't necessarily be easy. It's possible to pack something like 210^32 kg into a space the size of an MT world without it collapsing to a singularity, and you'd only need about 610^24 to have earth-like gravity, I suppose. |
| 20:32 |
ireallyhateirc |
neutron matter nodes? |
| 20:33 |
shaft |
thanks guys. I think I'm getting somewhere. |
| 20:36 |
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| 21:36 |
shaft |
btw is it possible to do procedural animation in Minetest or would that require changes to the engine? |
| 21:37 |
ireallyhateirc |
I think the legboat mod does procedural animation |
| 21:38 |
ireallyhateirc |
though it's server side and therefore laggy |
| 21:38 |
MTDiscord |
<luatic> there are bone overrides (now with interpolation in 5.9!) and you could also generate b3ds and send them to the client |
| 21:38 |
MTDiscord |
<luatic> 5.9-dev, to be precise. we're currently in feature freeze. |
| 21:39 |
shaft |
No texture aliasing? sad |
| 21:39 |
MTDiscord |
<warr1024> wait, what does "now with interpolation" mean? Is that something I should specify now, or does it just use whatever frame_blend was or whatever that we had for the old fixed anims? |
| 21:39 |
ireallyhateirc |
btw I think MT devs should add 3 months to the optimistic release date :D |
| 21:40 |
MTDiscord |
<luatic> Warr1024: 5.9-dev has a parameter letting you control interpolation for each bone override |
| 21:40 |
ireallyhateirc |
interpolation like calculating intermediate bone positions? |
| 21:40 |
MTDiscord |
<luatic> all of rotation, position and scale can be interpolated individually |
| 21:41 |
ireallyhateirc |
cool |
| 21:41 |
ireallyhateirc |
make the legboat great again |
| 21:42 |
ireallyhateirc |
sadly the legboat lags ever 10 seconds, probably when packets are sent to client or when mapgen starts |
| 21:42 |
ireallyhateirc |
every* |
| 21:42 |
MTDiscord |
<warr1024> ooh, named parameters, nice |
| 21:42 |
MTDiscord |
<warr1024> that also suggests that if I add the param it will just noop on old versions |
| 21:44 |
shaft |
Would procedural animation work (not just for one object but for many) with the 5.9 features? |
| 21:50 |
MTDiscord |
<luatic> yes |
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shaft |
Sounds good |
| 22:18 |
swift110-mobile |
hey all |
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