[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

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Fri Nov 30, 2018 05:55

Update
  • Glider speed is now proportional to fall speed
  • You can now fall a bit faster
  • Employed "Extreme Measures" (aka minetest.after(0, ...)) to stop the airstopper from teleporting people.
  • Fixed a bug with the model on newer client versions (I haven't tested this)
  • Gravity function now supports minetest_systemd's gravityctl service (welcome to your nightmare)
  • All versions from this point onward are licensed under the GNU GPLv3 or later, rather than LGPLv2.1, due to the inclusion of minetest_systemd. According to the FSF, I'm allowed to do this.
Last edited by Piezo_ on Fri Nov 30, 2018 06:23, edited 3 times in total.
while (true) { suffer(); }
 

User avatar
texmex
Member
 
Posts: 1248
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] hang-gliders [hangglider]

by texmex » Fri Nov 30, 2018 06:17

Glider speed is now proportional to fall speed

What does this mean? I can still fall straight down if I'm not pressing forward.
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Fri Nov 30, 2018 06:21

texmex wrote:
Glider speed is now proportional to fall speed

What does this mean? I can still fall straight down if I'm not pressing forward.


*Walk speed while gliding
while (true) { suffer(); }
 

User avatar
StarNinjas
Member
 
Posts: 254
Joined: Wed Mar 14, 2018 00:32
Location: aincrad
GitHub: starninjas
IRC: StarNinjas
In-game: J1
 

kestral
Member
 
Posts: 50
Joined: Mon Mar 27, 2017 21:56
GitHub: kestral246

Re: [Mod] hang-gliders [hangglider]

by kestral » Sat Dec 08, 2018 16:58

Piezo_,

Have you tried out this mod using Android?

I've been trying out Stu's latest unofficial 5.0 builds, which are much improved over the official 0.4.x builds.

The biggest problem I've had so far, is using the hangglider mod. The way the Android versions map left click makes it very difficult to launch in the air.

I'm not sure what the best solution to this is. I tried a couple of other methods, but what I ended up with was to map the AUX key as a second way to equip and unequip. Left click still works, but I had to disable tool wear for now.

With this, hanggliding wasn't much more difficult than on a desktop. However, this only works on the 5.0 Android builds, since the 0.4.x ones don't have an AUX key, but I don't think I want to go back to the old versions anyway.

Something to think about. Maybe you can come up with a better solution.
 

User avatar
gpcf
Member
 
Posts: 292
Joined: Fri May 27, 2016 10:48
In-game: gabriel

Re: [Mod] hang-gliders [hangglider]

by gpcf » Sat Dec 08, 2018 17:57

We need an anti-aircraft flag in areas, so if players attempt to enter an anti-aircraft area, first a warning shot is fired and then there is a shot removing the player from the hangglider. This would prevent unauthorized intrusion into protected areas.
 

User avatar
gpcf
Member
 
Posts: 292
Joined: Fri May 27, 2016 10:48
In-game: gabriel

Re: [Mod] hang-gliders [hangglider]

by gpcf » Sat Dec 08, 2018 23:59

I am in the process of implementing anti-aircraft areas. So far, I have added a system where players get shot down after entering any protected area, however, this is too strict. I will add an anti-aircraft attribute to areas, so the area's owner can impose their own flight restrictions.
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Sun Dec 09, 2018 04:38

kestral wrote:Piezo_,

Have you tried out this mod using Android?

ABSOLUTELY PROPRIETARY
kestral wrote:I've been trying out Stu's latest unofficial 5.0 builds, which are much improved over the official 0.4.x builds.

The biggest problem I've had so far, is using the hangglider mod. The way the Android versions map left click makes it very difficult to launch in the air.

I'm not sure what the best solution to this is. I tried a couple of other methods, but what I ended up with was to map the AUX key as a second way to equip and unequip. Left click still works, but I had to disable tool wear for now.

With this, hanggliding wasn't much more difficult than on a desktop. However, this only works on the 5.0 Android builds, since the 0.4.x ones don't have an AUX key, but I don't think I want to go back to the old versions anyway.

Something to think about. Maybe you can come up with a better solution.


I don't have an Android, sorry. Currently, left-clicking is the standard "use" motion in Minetest, so that seemed like the most logical choice for glider-activation, and I can't think of a better alternative.
while (true) { suffer(); }
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Sun Dec 09, 2018 04:39

gpcf wrote:We need an anti-aircraft flag in areas, so if players attempt to enter an anti-aircraft area, first a warning shot is fired and then there is a shot removing the player from the hangglider. This would prevent unauthorized intrusion into protected areas.


I can see this being incredibly necessary in situations like parkour minigames. I'll definitely think about this, but I'd also like to see your approach.
while (true) { suffer(); }
 

User avatar
voxelproof
Member
 
Posts: 757
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: [Mod] hang-gliders [hangglider]

by voxelproof » Sun Dec 09, 2018 13:45

Piezo_ wrote:
gpcf wrote:We need an anti-aircraft flag in areas, so if players attempt to enter an anti-aircraft area, first a warning shot is fired and then there is a shot removing the player from the hangglider. This would prevent unauthorized intrusion into protected areas.


I can see this being incredibly necessary in situations like parkour minigames. I'll definitely think about this, but I'd also like to see your approach.


The above is rather gameplay-specific, but imho more basic improvement may be easily added to enhance the credibility of the flying experience -- a player should definitely unwield the glider not only when performing touchdown, but also when hitting vertical surface. With damage enabled this would make flying amidst sharp rocks above deep canyons more fearsome, thus more enjoyable.
>>>there is life beyond the Cube>>>
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Sun Dec 09, 2018 21:14

voxelproof wrote:A player should definitely unwield the glider not only when performing touchdown, but also when hitting vertical surface. With damage enabled this would make flying amidst sharp rocks above deep canyons more fearsome, thus more enjoyable.


I'm sort of hesitant about this. In the mod's current state, this wouldn't be a real danger. I guess it depends on whether people want the controls to be more like the paraglider, or elytra. Honestly, I like the paraglider controls, but I'l make a poll.
while (true) { suffer(); }
 

User avatar
gpcf
Member
 
Posts: 292
Joined: Fri May 27, 2016 10:48
In-game: gabriel
 

kestral
Member
 
Posts: 50
Joined: Mon Mar 27, 2017 21:56
GitHub: kestral246

Re: [Mod] hang-gliders [hangglider]

by kestral » Mon Dec 10, 2018 02:55

I had to DuckDuckGo "elytra" since I had no idea what it was.

Since I basically like the way the hangglider mod flew, you can put me as a vote for paraglider. I don't intend on checking out elytra, since I've never felt the need to explore "PROPRIETARY" alternatives to Minetest.
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Mon Dec 10, 2018 09:02

kestral wrote:Since I basically like the way the hangglider mod flew, you can put me as a vote for paraglider. I don't intend on checking out elytra, since I've never felt the need to explore "PROPRIETARY" alternatives to Minetest.


Both wise decisions, in my opinion.
while (true) { suffer(); }
 

User avatar
gpcf
Member
 
Posts: 292
Joined: Fri May 27, 2016 10:48
In-game: gabriel

Re: [Mod] hang-gliders [hangglider]

by gpcf » Mon Dec 10, 2018 11:49

What was the function of the airstopper thing that caused so much trouble?

Btw: I just opened a PR on notabug.
 

User avatar
gpcf
Member
 
Posts: 292
Joined: Fri May 27, 2016 10:48
In-game: gabriel

Re: [Mod] hang-gliders [hangglider]

by gpcf » Tue Dec 11, 2018 10:10

Mod with anti-aircraft guns can now be seen in action at Linuxworks server.
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Wed Dec 12, 2018 01:44

gpcf wrote:What was the function of the airstopper thing that caused so much trouble?


There was a not-so-small chance that, due to the terrible internal handling of serverside players, activating the airstopper might cause you to be teleported to either the last place you opened the glider, or (0,0,0).

gpcf wrote:Btw: I just opened a PR on notabug.


Awesome. I'll check it out, but some things have changed since then (the removal of airstoppers being the main one), so there may be merge-compatibility problems.
while (true) { suffer(); }
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Wed Dec 12, 2018 04:15

Update
  • Merged gpcf's no-fly-zone support
  • Removed airstopper, meaning that the glider will instead slow players down gradually, which will not save you if you're right above the ground, already plummeting to your death.
while (true) { suffer(); }
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Wed Dec 12, 2018 04:16

gpcf wrote:Mod with anti-aircraft guns can now be seen in action at Linuxworks server.


I've got to join and check this out!
while (true) { suffer(); }
 

User avatar
gpcf
Member
 
Posts: 292
Joined: Fri May 27, 2016 10:48
In-game: gabriel
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Fri Dec 14, 2018 22:12

gpcf wrote:We need placebo hanggliders:
https://www.bmj.com/content/363/bmj.k5094

Humanity never ceases to disappoint me.

Sometimes, in cases of extreme lag, the glider will fail to open in time to save the player, so you could say this is already implemented.
while (true) { suffer(); }
 

User avatar
voxelproof
Member
 
Posts: 757
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: [Mod] hang-gliders [hangglider]

by voxelproof » Sat Dec 15, 2018 18:37

gpcf wrote:We need placebo hanggliders:
https://www.bmj.com/content/363/bmj.k5094


Very informative, comprehensive study debunking the myth of life-saving parachutes. Now I know why passengers of airliners aren't equipped with this useless thing (only life belts in case of crashing to the sea).
>>>there is life beyond the Cube>>>
 

dawgdoc
Member
 
Posts: 246
Joined: Mon Feb 27, 2017 01:10
GitHub: dawgdoc

Re: [Mod] hang-gliders [hangglider]

by dawgdoc » Sun Dec 16, 2018 07:36

voxelproof wrote:
gpcf wrote:We need placebo hanggliders:
https://www.bmj.com/content/363/bmj.k5094


Very informative, comprehensive study debunking the myth of life-saving parachutes. Now I know why passengers of airliners aren't equipped with this useless thing (only life belts in case of crashing to the sea).

The problem is that the airplanes in that study were all on the ground and not moving.
    Compared with individuals screened but not enrolled, participants included in the study were on aircraft at significantly lower altitude (mean of 0.6 m for participants v mean of 9146 m for non-participants; P<0.001) and lower velocity (mean of 0 km/h v mean of 800 km/h; P<0.001).

and in their conclusion
    However, the trial was only able to enroll participants on small stationary aircraft on the ground, suggesting cautious extrapolation to high altitude jumps.

Therefore it is completely understandable that there was no difference between those using placebo parachutes (empty backpacks) and the real thing. I would definitely participate in this study, and entertain no fears of death or injury.

I have made over 300 jumps from aircraft not on the ground, the lowest was about 900 feet / 300 meters, the highest was around 16,000 ft / 5000m. Speed of the aircraft varied from around 50 mph to over 180 mph. I wore a parachute on all of them and can happily state that the result was the same as the study -- no deaths. Yet, I am confident that if I wore the placebo the experimental results would be widely skewed from the results reported by the study. (I have had one injury, it was a re-injury of an ankle previously broken while playing soccer / football. And it only happened because I steered my parachute to the wrong field for landing.)

Interesting that the study was released in December and not in April.
 

User avatar
Piezo_
Member
 
Posts: 217
Joined: Fri Jul 20, 2018 21:36
Location: a steaming pile of JoJokes
GitHub: is proprietary I use NotABug
In-game: Piezo_ or TheRealPiezo_

Re: [Mod] hang-gliders [hangglider]

by Piezo_ » Sun Dec 16, 2018 08:51

I think we've drifted far enough from the topic of the mod.
while (true) { suffer(); }
 

User avatar
voxelproof
Member
 
Posts: 757
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: [Mod] hang-gliders [hangglider]

by voxelproof » Sun Dec 16, 2018 10:02

Piezo_ wrote:I think we've drifted far enough from the topic of the mod.


It's beacuse of sideward wind gust, hopefully not a wind shear ;)
>>>there is life beyond the Cube>>>
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: h-v-smacker and 3 guests