mod-dev-talk Tuesday 27 July 2021

91 messages6 people

  1. SollyTeam

    @Jack Papel wdym "they don't render"?
  2. Jack PapelTeam

    The sign, when placed, is invisible
  3. SollyTeam

    @Jack Papel I fixed it in my fork. It just needed a be(edited)
  4. Jack PapelTeam

    Thanks 👍
  5. SollyTeam

    @Jack Papel Done
  6. Jack PapelTeam

    Ah, good idea
  7. SollyTeam

    Slime jump distance is pain
    Image shared by Solly
  8. Jack PapelTeam

    I'm sure it's in the code, one sec lemme check
  9. SollyTeam

    Yeah, I'm sure it's in the code
  10. Jack PapelTeam

    (float)(this.speed * this.entity.getAttributeValue(EntityAttributes.GENERIC_MOVEMENT_SPEED))
  11. SollyTeam

    But how does that translate to distance moved?
  12. Jack PapelTeam

    When it jumps, it has a y velocity and a horizontal velocity (the first bit I sent). Then it just follows that trajectory. You could work out the landing position with a quadratic and calculate it that way
  13. SollyTeam

    That's what I've been trying to do
  14. Jack PapelTeam

    I'll see what I get with my calculations
  15. SollyTeam

    A quadratic is close enough, but it has that weird bit of error
  16. Jack PapelTeam

    Yeah my calculations don't match up either
  17. SollyTeam

    Okay, well, your turn to calculate the landing position
  18. Jack PapelTeam

    Large swets no longer jump super far
  19. SollyTeam

    How far, though?
  20. Jack PapelTeam

    if (size < 4) {
    this.getAttributeInstance(EntityAttributes.GENERIC_MOVEMENT_SPEED).setBaseValue(0.2F+0.1F*(float)i);
    } else {
    this.getAttributeInstance(EntityAttributes.GENERIC_MOVEMENT_SPEED).setBaseValue(0.6 + 0.02 * (float)(i - 4));
    }
    about this far(edited)
  21. SollyTeam

    Don't they have a getjumpingvelocity method you can override?
  22. Jack PapelTeam

    That's for the vertical velocity
  23. SollyTeam

    There's no horizontal equivalent?(edited)
  24. Jack PapelTeam

    Horizontal jumping velocity is calculated in the SlimeMoveControl tick method
  25. SollyTeam

    Alright. I might change it in there later, since I'll be mixing into it anyway
  26. Jack PapelTeam

    Oh, for what?
  27. SollyTeam

    I'm trying to make them not commit suicide constantly
  28. Jack PapelTeam

    Ah, I see
  29. SollyTeam

    Possibly
  30. Jack PapelTeam

    Sounds good
  31. SollyTeam

    Signs still need tags @Jack Papel
  32. Jack PapelTeam

    Ah, thanks for reminding me
  33. Archanum

    Woot Solly gonna solve the jumping space trash issue!! :yay:
  34. Jack PapelTeam

    Just hit 100 issues
  35. AzzyypaarasTeam

    :borger:
  36. Jack PapelTeam

    Okay I might be an idiot but I thought this symbol was a checkout scanner
    Image shared by Jack Papel
  37. AzzyypaarasTeam

    Replying toJack PapelOkay I might be an idiot but I thought this symbol was a checkout scanner

    I only just realized that that is what it is supposed to be
  38. Jack PapelTeam

    Imagining it as a checkout gun is so much cooler when going to the mixed in class
  39. AzzyypaarasTeam

    I always just thought it was some wacky over-minimalistic symbol
  40. Jack PapelTeam

    guns
  41. AzzyypaarasTeam

    That always did just look like an arrow
  42. Jack PapelTeam

    Kinda looks like a Mario kart wii controller
  43. AzzyypaarasTeam

    You know now I am wondering
  44. Jack PapelTeam

    They really said "yeah we good"
    Image shared by Jack Papel
  45. Archanum

    Lewd
  46. Jack PapelTeam

    Didn't even think of that
  47. SollyTeam

    Replying toArchanumWoot Solly gonna solve the jumping space trash issue!! :yay:

    Not solving. That would require actual pathfinding. Just improving(edited)