Massive notes dump
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WISHLIST
4
WISHLIST
@ -41,6 +41,10 @@ to the project!
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- #6963: If this is implemented, we may have a more efficient
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way to handle "visinv" nodes, i.e. stacks, storage boxes,
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and other container nodes.
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- #12317: Not having consistent and known player movement
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interpolation behavior makes it hard to keep player
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nametags matched with the average player position instead
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of jumping ahead or lagging behind.
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- Help with documentation
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- Improvements to the in-game guidance, esp. for onboarding new
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60
docs/hopeless.txt
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docs/hopeless.txt
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========================================================================
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HOPELESS: Problems that look like they might be unfixable
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------------------------------------------------------------------------
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#### ##### #### # # ###### ##### ####
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# # # # # # # # # # #
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#### # # # # # # ##### # # ####
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# ##### # # # # # ##### #
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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These are things that I would like to have fixed, but realistically
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probably can't do anything about. SOME may also be specific engine
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issues referenced in WISHLIST, but others may be so fundamentally
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broken or unrealistic that they may not be worth pushing as an engine
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issue.
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- Variable step size consequences
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- Instability of entity physics at large scale, i.e. cannot
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aim a catapult
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- Optomechanic timing issues; I'm unwilling to sacrifice optic
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timing lockstep, but I can't enroll every other system in them.
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- Doors are a possibility but would require refactoring
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out a "virtual node transaction" sort of object that
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could be hella complex.
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- ABM performance sucks
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- The scheduler distributes work across time very poorly
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- We really need the ability to control scheduling from lua
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- C++ is too inflexible
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- We need to be able to process in batches instead of only
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per-node dispatch
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- neighbor check really could be made more specific,
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e.g. a mask to select which neighbors
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- Liquid issues
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- Z-fighting against normal nodes; no way to both show inside
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surface against air AND avoid z-fighting.
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- Multiple kinds of water don't "mix"
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- Can't do the sky navigation thing fully
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- Client resource GC for computed textures could fix the memory
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leak issues
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- Multi-layer skybox with "parallax" layers would allow me to
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move things around without building new textures (would be
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faster too)
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- Entity rendering performance is painful
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- visinvs have an outsized impact on rendering perf, making
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large storage areas painfully slow
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- would like to be able to make more nodes ents, like doors,
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for animations
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- LBM and node timer "leaks" can happen, necessitating a lot of ABMs
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- If I could reliably discover the existence of nodes and
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ensure some process is pending for them, then I wouldn't
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need these.
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........................................................................
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========================================================================
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@ -9,6 +9,43 @@ ISSUES-GAME: Gameplay-affecting issues
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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- Rake recipe is a major problem
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- Lots of players are getting caught up on it
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- Replace recipe:
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- Add "partial" rakes for 1, 2, and 3 tines.
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- Using adze on handle makes partial rake.
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- Using adze on partial rake upgrades it.
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- Once a full rake is completed it works as normal.
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- Partial rakes have rake functionality but break
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after a single use.
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- Break into appropriate prills (lode)
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- Hide rake recipe until later in the game?
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- Maybe add a generic "# hints completed" qualifier?
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- Instead of always displacing nodes upon falling node landing, should
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check for diggability and if diggable, convert to drops.
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- If a mod adds a second loose-leaves-like node (falling,
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non-walkable, e.g. nc_nature loose shrub) then it and loose
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leaves in a narrow deep pit will constantly replace each
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other.
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- Cheats
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- Add radius to /snuff, /ignite, /growtrees, etc
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- Add a /soak cheat to push soaking?
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- Add a /forest or /grove cheat to sprinkle trees around
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- Like the flora redecorate
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- Useful for servers with spawn tree attrition
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- There needs to be a way to detect bricks bonding
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- Smoke puffs?
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- Absorb something (e.g. flowing liquid) from its surroundings?
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- Emergency digging mechanic issues
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- Players still confused by it.
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- Because pumwater is pointable, if you're trapped with no way
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to get your head out of it, you can't emergency dig the
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container and free yourself.
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- Continuing issues with storebox fall-thru
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- Items now refusing to fall from a form into a crate or
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case directly below.
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@ -30,9 +67,6 @@ ISSUES-GAME: Gameplay-affecting issues
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- We can detect player "falling forever" by scanning down
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to find anything other than air before ignore.
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- Instead of always displacing nodes upon falling node landing, should
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check for diggability and if diggable, convert to drops.
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- Touch-damage is overused, should probably only apply to
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obviously extremely hot things like embers and pumwater.
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- Maybe add a pickup_damage/hotpotato group specifically
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@ -54,13 +88,6 @@ ISSUES-GAME: Gameplay-affecting issues
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few other ordinary items anymore, or has our falling_node
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rework made that irrelevant now?
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- Grass, sprouts, and stumps (maybe others) all reuse textures from
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dirt, and from some sides are visually indistinguishable from
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dirt, yet the player is somehow able to distinguish them via a
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looktip (not even needing to touch/hear). This feels inconsistent
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and maybe these nodes should have distinct textures on all sides,
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like added roots.
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- Sponge Fixes
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- Fix crappy sponge death mechanic
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- Remove special treatment of glass case and glass nodes
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@ -84,8 +111,6 @@ ISSUES-GAME: Gameplay-affecting issues
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- Confirmation UI after completing recipe, e.g. floating ent
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- Make all recipes include some pummel factor?
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- Doors should produce particles when digging or pummeling
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- Door press recipe limitations
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- Node-placing recipes don't work with itemstacks
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- Tool and torch making don't work
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@ -141,9 +166,6 @@ ISSUES-GAME: Gameplay-affecting issues
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<max health instead of time of last damage.
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- Should lose farzoom when damaged too.
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- Should water/lava springs vary by depth? Lava seems kind of laborious
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to find right now.
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- We can reliably detect the zoom player control, make far-zoom only
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work while zooming, and add hints for it.
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@ -158,9 +180,6 @@ ISSUES-GAME: Gameplay-affecting issues
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- Door-wheels do not affect attached glyphs...
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- Add a few smoke particles to fire?
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- Make them different (smaller?) than cooking to differentiate.
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- Consider changing wet/dry stack splitting
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- Currently, original stack remains in place, wetted/dried
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stack jumps out to new spot.
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@ -195,13 +214,6 @@ ISSUES-GAME: Gameplay-affecting issues
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amount of distance available to fall? repose only needs to have a
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particular angle as measured on flat land?
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- Delay lens full brightness?
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- Propagate optic signals immediately
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- Reach full brightness a few seconds later, to reduce map
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update work and prevent rapid strobes.
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- Strobes can cause excess lighting recalcs and block
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transfers, and can cause seizure problems for users
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- Tote issues:
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- Consider updating tote recipe.
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- Totes should do face-connected search for totables; don't pick up
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@ -13,4 +13,7 @@ N.B. this is just for the running list of features that need to be added
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to hint system coverage, NOT necessarily for issues with the hint SYSTEM
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itself.
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- Soak-tickling
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- Soak-tickling
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........................................................................
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========================================================================
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57
docs/issues-media.txt
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57
docs/issues-media.txt
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========================================================================
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ISSUES-DOCS: Issues related to media/assets, or visuals/effects
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------------------------------------------------------------------------
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#### ##### #### # # ###### ##### ####
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# # # # # # # # # # #
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#### # # # # # # ##### # # ####
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# ##### # # # # # ##### #
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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- Publish "base" texturepack to CDB
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- Allows servers to use "server texturepacks" with impunity
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without breaking the basic principle of players having
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access to all texture options.
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- Sound check
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- add some kind of falling sound (very low pitched dig noise)
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to falling nodes, to give players a chance to jump away from
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gravel "jumpscares"
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- Maybe add very subtle ambiance and/or particles to
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falling nodes poised above non-walkables?
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- check sound for quality; stick sounds have a lot of bass noise
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- Increase the pitch variance?
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- Especially for ambiance/wind?
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- Grass, sprouts, and stumps (maybe others) all reuse textures from
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dirt, and from some sides are visually indistinguishable from
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dirt, yet the player is somehow able to distinguish them via a
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looktip (not even needing to touch/hear). This feels inconsistent
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and maybe these nodes should have distinct textures on all sides,
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like added roots.
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- Doors should produce particles when digging or pummeling
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- Add a few smoke particles to fire?
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- Make them different (smaller?) than cooking to differentiate.
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- Player nametag visual interpolation
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- When player movement interpolation WORKS
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https://github.com/minetest/minetest/issues/12317
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- Nametags can "lead" players due to jumping to destination
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immediatel with no interpolation
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- Save previous pos, average with new pos
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- Fix damage falling damage "death" flash
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- Player falling off a short/mid size cliff will get a damage
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sound, flash, camera shake.
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- Player falling off a huge cliff (enough to "kill" them) only
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gets the sound.
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- May need to do something different to calculate damage
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- player:set_armor_groups({fall_damage_add_percent = -x})
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- May need to heal and then re-hurt to trigger extra effects?
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- Take full control of damage fx server-side?
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........................................................................
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========================================================================
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@ -9,7 +9,7 @@ ISSUES-RUMORS: Unconfirmed or difficult to reproduce heisenbugs
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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- Items landing on crate without fallin gin
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- Items landing on crate without falling in
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- Oblomov: door pushing hatched head used to chop low grade
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coal into coal chunks and ash; lode crate under the
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to-be-chopped node; node gets chopped, some lumps end on the
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@ -56,3 +56,12 @@ ISSUES-RUMORS: Unconfirmed or difficult to reproduce heisenbugs
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4) drop one and then the other into the hole
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5) watch the fighting shrubbery
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- Torch dynamic light delayed/blocked
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- During MultiDarkSamuses twitch stream
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- Seemed to require going in deep enough
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- Issues with additive lighting?
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- Simply a delay caused by mapgen lag?
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- Make sure concrete curing is giving hints correctly
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- During MultiDarkSamuses twitch stream @ 1:19:00
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- Didn't get a hint for pliant curing, got it later?
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@ -113,5 +113,12 @@ NONIDEAS: Ideas already considered and rejected
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In theory this is not exclusive to music, but its prevalence
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in music already is a big problem.
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- Revert Item Stack Pickup Control
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- Without this feature, it's very difficult to control which
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slot an item goes into, making it hard or impossible to pack
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the hotbar the way the player wants.
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- Without this feature, it's difficult or impossible to split
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stacks and pick them up while keeping them split.
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........................................................................
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========================================================================
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@ -3,4 +3,5 @@ enable_dynamic_shadows = false
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time_speed = 0
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display_gamma = 2
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enable_damage = true
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time_send_interval = 60
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time_send_interval = 60
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desynchronize_mapblock_texture_animation = false
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