[Mod] Parachutes [0.1] [parachute] – bug fixes and crafting

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webdesigner97
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[Mod] Parachutes [0.1] [parachute] – bug fixes and crafting

by webdesigner97 » Mon Jul 07, 2014 12:00

Tired of smashing on the ground after jumping from your skyscraper?

This mod is a work-in-progress, allowing players to use a parachute to slow down their free falls to enjoy the view.

Hold it in your hand while falling and open it with a left-click. You will be immediatly slowed down and you can land without HP loss on the ground.

Image

Download: Stable, unstable
GitHub: Repo
License: WTFPL

Known bugs/issues:
  • Parachute speed very unstable when opening; I'm working on a workaround for a feature the engine doesn't provide: player:getvelocity()
  • No texture for parachute entity; They will be added later
Last edited by webdesigner97 on Mon Jul 07, 2014 16:45, edited 3 times in total.
 

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Re: [Mod] Parachutes [parachute][0.1]

by bajanhgk » Mon Jul 07, 2014 12:35

pics pls
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Re: [Mod] Parachutes [parachute][0.1]

by Evergreen » Mon Jul 07, 2014 12:39

Very cool idea! I also agree about the player:getvelocity thing. And even better, player:setvelocity.
 

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Re: [Mod] Parachutes [parachute][0.1]

by webdesigner97 » Mon Jul 07, 2014 12:55

Evergreen wrote:Very cool idea! I also agree about the player:getvelocity thing. And even better, player:setvelocity.

Yep... I pushed a workaround to the mod's repo, but it seems unstable... I tries to calculate the velocity using delta_s / delta_t on each server step...
 

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Re: [Mod] Parachutes [parachute][0.1]

by Evergreen » Mon Jul 07, 2014 13:48

webdesigner97 wrote:
Evergreen wrote:Very cool idea! I also agree about the player:getvelocity thing. And even better, player:setvelocity.

Yep... I pushed a workaround to the mod's repo, but it seems unstable... I tries to calculate the velocity using delta_s / delta_t on each server step...

Yes, that was suggested, but it really isn't a very viable option.
 

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Re: [Mod] Parachutes [parachute][0.1]

by Wuzzy » Mon Jul 07, 2014 15:52

Suggestion for a crafting recipe (depends on wool and farming):
W W W
W X W
S X S
W = White Wool
S = String
X = nothing
Yields 1 parachute.

I hope this is not too far-fetched. ;-)
 

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Re: [Mod] Parachutes [parachute][0.1]

by webdesigner97 » Mon Jul 07, 2014 15:56

Wuzzy wrote:Suggestion for a crafting recipe (depends on wool and farming):
W W W
W X W
S X S
W = White Wool
S = String
X = nothing
Yields 1 parachute.

I hope this is not too far-fetched. ;-)

Yes, something like that seems realistic, I'll just make it use a bit less wool ;)
Btw, I just pushed an improvement of the workaround... The speed it returns still is very unstable and changes while holding W, but it's a beginning. The approach was just to calculate it using v = Δs/Δt

Edit: Pushing the recipe now, but Github doesn't respond :/

Edit 2: Now it's online...
 

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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by Krock » Mon Jul 07, 2014 18:30

I get an Access Violation when I touch the ground. Outdated MT build or modding issue?
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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by philipbenr » Mon Jul 07, 2014 19:14

Hey Krock,
Using your new builds, I keep getting those access violation errors. I think that a new build would help, because I don't get them in 0.4.10...
 

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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by webdesigner97 » Mon Jul 07, 2014 20:12

philipbenr wrote:Hey Krock,
Using your new builds, I keep getting those access violation errors. I think that a new build would help, because I don't get them in 0.4.10...

I also don't have this problem :/
 

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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by webdesigner97 » Mon Jul 07, 2014 20:13

Does anyone have experience with the "wielditem" visual for entities? There's no real documentation about it...
 

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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by Krock » Mon Jul 07, 2014 20:33

Code: Select all
-    visual = "wielditem",
+    visual = "cube",

Node-like
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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by webdesigner97 » Tue Jul 08, 2014 09:53

Krock wrote:
Code: Select all
-    visual = "wielditem",
+    visual = "cube",

Node-like

Yes, but how to use it? Just setting visual = "wielditem" results in what you can see in the current Git version...
 

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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by Krock » Tue Jul 08, 2014 12:57

webdesigner97 wrote:Yes, but how to use it? Just setting visual = "wielditem" results in what you can see in the current Git version...

I meant, you should replace the "wielditem" with "cube", which results in this:

Image
(The crashing bug has been solved)
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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by HeroOfTheWinds » Wed Jul 09, 2014 03:11

Who on earth needs 65,435 parachutes???

Anyway, I like this mod, and look forward to seeing it progress. Maybe I'll test it later and perhaps add it to SkyTest. Seems to fit in well, no?
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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by webdesigner97 » Wed Jul 09, 2014 06:26

Krock wrote:
webdesigner97 wrote:Yes, but how to use it? Just setting visual = "wielditem" results in what you can see in the current Git version...

I meant, you should replace the "wielditem" with "cube", which results in this:

Image
(The crashing bug has been solved)

If you think that a 1m^3 cube of wool slows you down ;)
 

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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by webdesigner97 » Wed Jul 09, 2014 06:28

HeroOfTheWinds wrote:Who on earth needs 65,435 parachutes???

Anyway, I like this mod, and look forward to seeing it progress. Maybe I'll test it later and perhaps add it to SkyTest. Seems to fit in well, no?

Feel free to do so :) But pls remember that it's still kind of unstable... This mod is also a demand to the devs to finally implement a player:getvelocity() method!
 

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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by HeroOfTheWinds » Wed Jul 09, 2014 06:32

webdesigner97 wrote:Feel free to do so :) But pls remember that it's still kind of unstable... This mod is also a demand to the devs to finally implement a player:getvelocity() method!


If you get your own get_velocity() method working well enough, consider making a pull request. The devs certainly like any help they can get!
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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by webdesigner97 » Wed Jul 09, 2014 06:48

HeroOfTheWinds wrote:
webdesigner97 wrote:Feel free to do so :) But pls remember that it's still kind of unstable... This mod is also a demand to the devs to finally implement a player:getvelocity() method!


If you get your own get_velocity() method working well enough, consider making a pull request. The devs certainly like any help they can get!

The problem is that the Lua method I hace here is very unstable (as you might experience when having opened the parachute multiple times)...
 

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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by Krock » Wed Jul 09, 2014 10:19

webdesigner97 wrote:<snip>

If you think that a 1m^3 cube of wool slows you down ;)

Yes, if it gets moved 3 nodes up, so it's on top of a player. That would look more realistic.
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Re: [Mod] Parachutes; crafts, bugfixes [parachute][0.1]

by webdesigner97 » Wed Jul 09, 2014 11:27

Krock wrote:
webdesigner97 wrote:<snip>

If you think that a 1m^3 cube of wool slows you down ;)

Yes, if it gets moved 3 nodes up, so it's on top of a player. That would look more realistic.

That's a thing I'm trying to do, but it doesn't want to work as I want it to :( It always sticks to the player, even if I change the vectors in set_attach()... Maybe because it's not attached to a bone?
 


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