[Mod] hang-gliders [hangglider]

Should the glider controls change to be like elytra, or keep the paraglider mod's?

Poll ended at Sun Dec 23, 2018 21:13

Paraglider
6
50%
Elytra
6
50%
 
Total votes : 12

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Re: [Mod] hang-gliders [hangglider]

by SpaghettiToastBook » Fri Dec 28, 2018 09:40

Any chance of supporting player_monoids for the physics overrides? I could probably add it myself but I'm not too familiar with Git :P (though I could learn)
 

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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Fri Dec 28, 2018 10:20

SpaghettiToastBook wrote:Any chance of supporting player_monoids for the physics overrides? I could probably add it myself but I'm not too familiar with Git :P (though I could learn)

This currently supports minetest_systemd's gravityctl service, which is a bit more specialized to smart gravity handling. I also don't know much about how player_monoids works, unfortunately, although I am reading up on it.
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Re: [Mod] hang-gliders [hangglider]

by SpaghettiToastBook » Sun Dec 30, 2018 02:11

I sent a pull request with player_monoids support.
 

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Re: [Mod] hang-gliders [hangglider]

by texmex » Sun Dec 30, 2018 12:17

SpaghettiToastBook wrote:I sent a pull request with player_monoids support.

Great!
 

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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Sun Dec 30, 2018 20:40

SpaghettiToastBook wrote:I sent a pull request with player_monoids support.


Merged.
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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Mon Dec 31, 2018 01:24

The results are in on the vote for glider controls:

It's a tie. You have all failed spectacularly. Feel ashamed of yourself. SHAME, SHAME, SHAME!!!

Since I'm the one maintaining this, I'm deciding to leave the controls the way they are.
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Re: [Mod] hang-gliders [hangglider]

by Felfalido » Mon Dec 31, 2018 16:45

Piezo_ wrote:The results are in on the vote for glider controls:

It's a tie. You have all failed spectacularly. Feel ashamed of yourself. SHAME, SHAME, SHAME!!!

Since I'm the one maintaining this, I'm deciding to leave the controls the way they are.

No strong feelings one way or the other

I think it's ok with leaving them controls as they are.
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Re: [Mod] hang-gliders [hangglider]

by migdyn » Tue Jan 08, 2019 22:01

Hi, you got this message on your topic move request
Edit by Shara, Jan 8, 2019: Mod topic is missing license information and dependencies. Please add these if you want this topic moved. (You need to state license of your mod, not just licenses of the mods you used when working on it).
 

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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Wed Jan 09, 2019 08:10

migdyn wrote:Hi, you got this message on your topic move request

Thanks for telling me!
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Re: [Mod] hang-gliders [hangglider]

by runs » Sun Feb 03, 2019 00:06

Image

Congratulations! Your mod won the Sam Awards! Your mod is the best mod of 2018 overall!
 

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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Sun Feb 03, 2019 01:50

runs wrote:Image

Congratulations! Your mod won the Sam Awards! Your mod is the best mod of 2018 overall!

:O
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Re: [Mod] hang-gliders [hangglider]

by Wuzzy » Thu Feb 28, 2019 23:30

As for the question of elytra vs hangglider: Why not both? If the code for both of them is similar enough, it seems reasonable to support both.
If not, heck, might even create two separate mods out of it.
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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Fri Mar 01, 2019 02:57

Wuzzy wrote:As for the question of elytra vs hangglider: Why not both? If the code for both of them is similar enough, it seems reasonable to support both.
If not, heck, might even create two separate mods out of it.

It's not similar. One can be accomplished just by tweaking gravity. The other would require attaching the player to an entity, and then accelerating the entity according to a number of factors including gravity, the player's look direction, and previous momentum. For realism, the player's model would also have to be rotated vertically.
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Re: [Mod] hang-gliders [hangglider]

by DS-minetest » Fri Mar 01, 2019 18:57

I found time to test this.
Warnings say, that
  • getpos is used instead of get_pos at init.lua:214.
  • without any of the optional dependencies that are not part of minetest_game, undecleared global variables are accessed. I suggest the use of minetest.global_exists.
About the flying behavior: It seems a bit odd that you can choose whether to fly forwards, backwards, not or even sidewards. Personally I would prefer if the y velocity would be transformed to forward velocity and you could only turn, but this would be much more player-unfriendly, hence the way it is is ok.

All in all, at the first few glances, I like this mod and how it is made.
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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Fri Mar 01, 2019 21:25

DS-minetest wrote:getpos is used instead of get_pos at init.lua:214.


Is the former deprecated?
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Re: [Mod] hang-gliders [hangglider]

by DS-minetest » Sat Mar 02, 2019 12:18

Piezo_ wrote:
DS-minetest wrote:getpos is used instead of get_pos at init.lua:214.


Is the former deprecated?

Yes, it is. See https://forum.minetest.net/viewtopic.php?f=18&t=20403.
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Re: [Mod] hang-gliders [hangglider]

by Sires » Sat Mar 02, 2019 15:10

Can you add it to content db? (https://content.minetest.net/)
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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Sun Mar 03, 2019 19:38

Sires wrote:Can you add it to content db? (https://content.minetest.net/)


I've uploaded it, but there's a notice saying "Please wait for the release to be approved."
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Re: [Mod] hang-gliders [hangglider]

by Sires » Mon Mar 04, 2019 00:14

Piezo_ wrote:
Sires wrote:Can you add it to content db? (https://content.minetest.net/)


I've uploaded it, but there's a notice saying "Please wait for the release to be approved."


When some moderator notice they will approve :) Thx so much.
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Re: [Mod] hang-gliders [hangglider]

by benrob0329 » Mon Mar 18, 2019 04:35

Shouldn't the player either fall from the sky when stopped dead, or be forced to keep moving forward? (I understand the latter is difficult to do with physics overrides, but the former would add a bit of risk to flying).

Also, it would make this a lot more fun if there was a way to glide, rather than just slowly fall. You can only slowly go down, but with no way to gain any height mid-air (even at the cost of some speed).
 

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Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Mon Mar 18, 2019 05:14

benrob0329 wrote:Shouldn't the player either fall from the sky when stopped dead, or be forced to keep moving forward? (I understand the latter is difficult to do with physics overrides, but the former would add a bit of risk to flying).

The reason I haven't added something like this despite repeated suggestions is that I was aiming for more of a parachute-like effect.
benrob0329 wrote:Also, it would make this a lot more fun if there was a way to glide, rather than just slowly fall. You can only slowly go down, but with no way to gain any height mid-air (even at the cost of some speed).

I could think of a couple ways to implement this, but considering that this is all done with just physics overrides, the amount of abuse that would be possible in the right lag conditions doesn't need to get any higher, if you ask me.

Maybe, if some kind of set_velocity system is added, or server-CSM can modify physics in a more reliable way than we have at present, I might do this.
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Re: [Mod] hang-gliders [hangglider]

by voxelproof » Mon Mar 18, 2019 15:01

benrob0329 wrote:Shouldn't the player either fall from the sky when stopped dead, or be forced to keep moving forward? (I understand the latter is difficult to do with physics overrides, but the former would add a bit of risk to flying).

Also, it would make this a lot more fun if there was a way to glide, rather than just slowly fall. You can only slowly go down, but with no way to gain any height mid-air (even at the cost of some speed).


Try the older version with this tweaking. Set movement_speed_walk to 8, use "Fn" button for auto-forward movement (if you're using Win) and you can experience from time to time awesome uplifting drafts. As far as I compared the performance of this version with YT glider videos I can say that it gives stunning resemblance of real aerodynamic conditions during the flight.
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Re: [Mod] hang-gliders [hangglider]

by gpcf » Wed Mar 20, 2019 23:33

I propose an ultralight aircraft based on the hangglider, just with a propeller. It would be electric and the batteries would be recharged by technic.
 

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Re: [Mod] hang-gliders [hangglider]

by voxelproof » Thu Mar 21, 2019 08:45

gpcf wrote:I propose an ultralight aircraft based on the hangglider, just with a propeller. It would be electric and the batteries would be recharged by technic.


I'm afraid it isn't feasible as for now, due to the lack of the engine feature enabling in-game change of player's movement speed.
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