20 Commits

Author SHA1 Message Date
Aaron Suen
f48b103e58 Players can only see nearby scaling particles.
If watching someone else scaling a cliff from a distance, you will not
see where the handholds are, but if you are nearby, you will be able to
see and share them.
2019-11-10 10:42:23 -05:00
Aaron Suen
cd3300a72e Scaling hints. 2019-11-10 10:09:03 -05:00
Aaron Suen
a90d49404b More scaling refinements.
- Cannot do "floor feeling" if floor is already lit.
- No need for steady-state particles on "floor feeling" nodes.
2019-11-10 10:03:15 -05:00
Aaron Suen
52dcebc696 Fix up scaling node upgrading.
- Prevent downgrading.
  Should prevent player from falling when overhangers replaced.
- Allow hanging construction through other scaling nodes.
  Should prevent full overhangs from being blocked by wall scaling.
2019-11-10 09:40:15 -05:00
Aaron Suen
126039e3ed Scaling Generation 3.
- Repeat/hold place (right-click) with empty hand instead of pummel.
- Otherwise, works similarly to first generation.
- Scaling nodes can overwrite each other now (upgrade wall to ceiling).
- Visuals are now particle-based instead of texture, like Gen 2.
2019-11-10 09:33:40 -05:00
Aaron Suen
ac77b41af5 Revert "Scaling overhaul."
While this makes scaling a little easier to do, it still doesn't
fix the fundamental problem of scaling being distracting and too
easy to trigger accidentally.

The "pummel" version of scaling caused some confusion when one
player accidentally triggered it trying to figure out how to get
lode out of lode ore.  The current one triggers accidentally all
the time just from tabbing out of a game with it running (e.g. it
isn't paused in multiplayer) leaving the character staring at a
wall.  While such a player WOULD have opportunity to find
handholds in the wall, we aren't differentiating between a player
who's scrutinizing a surface from one staring off into space.

The scaling needs to be made harder to trigger accidentally, like
reinstating the need for an empty hand.  Using a right-click
action may also help distinguish it from pummelng recipes.

Removing this from the alpha branch so players don't get too
accustomed to this functionality and then have it change AGAIN.

This reverts commit 943604cf9588a316dce19e0a60a4219b52c4d905.
2019-10-24 20:16:37 -04:00
Aaron Suen
943604cf95 Scaling overhaul.
- Remove pummel recipes.  Now find handholds just by
  staring at a particular spot.  Being closer or better focused
  helps.
- Use only particles instead of a facedir node, so facedir
  isn't a problem when adjacent to multiple walls/ceilings.
- Automatically upgrade "wall" climbing to "overhang" climbing
  when a ceiling is present.
2019-10-22 01:31:09 -04:00
Aaron Suen
c147da4dde Convert from depends.txt to mod.conf 2019-10-05 11:24:16 -04:00
Aaron Suen
08aaacd303 Make sure actual pummel recipes beat scaling. 2019-09-13 22:31:03 -04:00
Aaron Suen
07239de73c Scaling overhaul as a "navigate caves by feel" system.
- Make handhold nodes glow, to visually simulate the player
  character's now "familarity" with them by feel.  We have to
  represent it synesthetically because the game only gives us
  sight and sound to work with.
- Make floors "scalable" so that they glow, even though they
  don't affect maneuverability.

The effect of this is to allow a player who has fallen into a dark
cavern to navigate, slowly, by feel, allowing more extensive
self-rescue possibilities.
2019-09-09 08:14:07 -04:00
Aaron Suen
b67327922b Fix wrong scaling-pummel particles on ceilings. 2019-09-08 13:46:03 -04:00
Aaron Suen
0c9544d6b5 Some scaling/particle cleanup, make scaling particles distinct. 2019-09-07 09:32:36 -04:00
Aaron Suen
310ce1bc6c Treat NodeCore as a unified thing.
- Collapse all nodecore "core" mods in the /mods listing, so it's
  easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
  a little easier.
2019-09-07 09:08:57 -04:00
Aaron Suen
a771c2d2fe Don't care about specific player in scaling; any player will do. 2019-08-31 22:17:38 -04:00
Aaron Suen
939f544eaf Code format cleanup. 2019-08-31 08:27:59 -04:00
Aaron Suen
ee3679661f Image optimization. 2019-08-29 20:20:59 -04:00
Aaron Suen
47f5e17560 Scaling handholds should disappear when node under is dug. 2019-08-28 21:22:45 -04:00
Aaron Suen
fe2c153f9e Clean up all lua code style.
Formatting rules based on Paul Kulchenko's perl-based formatter...
http://notebook.kulchenko.com/programming/lua-beautifier-in-55-lines-of-perl
...using a single tab for indent.

Mostly pure whitespace changes.
2019-08-27 19:14:51 -04:00
Aaron Suen
3495311aef Player can now climb overhangs with enough patience. 2019-08-27 07:32:44 -04:00
Aaron Suen
353462eddd Add ability to scale sheer walls.
Pummel on the face of a wall you can't dig with your bare hands
and eventually you will find handholds there, allowing you to
climb.

This will hopefully provide an immersive alternative to /stuck
for getting out of pits, which will also make players have to
carefully extricate themselves from their situations instead of
just using /stuck to bail and then running home to come back
with supplies.
2019-08-26 23:14:16 -04:00