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No more pillar up

PostPosted: Mon Jul 07, 2014 17:08
by gsmanners
I don't know how I'm just noticing this, but you can't jump and place a block underneath you anymore. Why this is, I have no idea.

Re: No more pillar up

PostPosted: Mon Jul 07, 2014 17:51
by webdesigner97
You can, but you have to rightclick at the right moment. There was a commit that prevents placing a node when its position would be inside you, so now you have to jump and press RMB when you are at the highest point.

Re: No more pillar up

PostPosted: Mon Jul 07, 2014 18:21
by Krock
This was a fix to prevent from seeing through the walls. To be able to place nodes again "in you", grant yourself "noclip".

Re: No more pillar up

PostPosted: Mon Jul 07, 2014 18:38
by gsmanners
Krock wrote:This was a fix to prevent from seeing through the walls. To be able to place nodes again "in you", grant yourself "noclip".


Sorry, no it didn't fix that. If you're standing in just the right spot, you can still do the xray effect without any noclip.

Image

Re: No more pillar up

PostPosted: Mon Jul 07, 2014 20:17
by Casimir
When you add movement_speed_jump = 7 to you minetest.conf it works.

Re: No more pillar up

PostPosted: Mon Jul 07, 2014 20:59
by Calinou
When you enable noclip mode, regardless of flying or not (but you need the “noclip” privilege), you can place nodes inside yourself.

Re: No more pillar up

PostPosted: Tue Jul 08, 2014 00:25
by ak399g
This workaround is not acceptable for servers. It is a 'fix' that doesn't actually solve the problem (I can still skillfully place a block on, say, the ceiling overhead, and look through it and through walls). What's more is that it breaks/severely hampers what was once a crucial construction strategy.

Re: No more pillar up

PostPosted: Tue Jul 08, 2014 03:31
by Sokomine
You're not the first one to be annoyed by this "feature". I've complained about that already, but nobody changed it yet. In order to fix your own version, edit src/game.cpp and remove some lines around line 908. Btw, the pillaring up is not the main problem (that's usually only needed for scaffolding) - not beeing able to place nodes using facedir in tight corners is far more annoying for builders.

Re: No more pillar up

PostPosted: Tue Jul 08, 2014 10:40
by BlockMen
This change was not thought to prevent "looking into walls", it fixes the strange behavior to build (non walkable) nodes into yourself.

That it is now hard to pillar up is more caused by this change https://github.com/minetest/minetest_ga ... st.conf#L4 not by the placement prevention.

Seems this (jump height) needs (for sure) be reverted.

EDIT: Yes, was caused by that.
Fixed here : https://github.com/minetest/minetest_game/commit/814c17631d5880b0031629ddba10e6703ca4b747

Re: No more pillar up

PostPosted: Tue Jul 08, 2014 15:04
by Sokomine
Hm, there does seem to be a connection between this and pillaring up. When I try to pillar up in order to reach upper areas of my house under construction, it is far more difficult to do so with this change than with it commented out/deleted in the code. Guess jumping up and falling down again is so fast that it's not particulary relevant for the server and too fast for the network anyway, so most of it seems to happen locally.

Since some time, beeing stuck in a node seems to lead to the player beeing in utter darkness - not even the inventory is shown. This is a problem when a server spawns the player underground (dirt or stone).

I'd really be glad if this change could be reverted!

Re: No more pillar up

PostPosted: Tue Jul 08, 2014 16:43
by LionsDen
Until then, just add the following line to your minetest.conf file.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
movement_speed_jump = 7.0


It seems to have made it easier to jump and place a node under me.

Re: No more pillar up

PostPosted: Tue Jul 08, 2014 17:00
by BlockMen
LionsDen wrote:Until then, just add the following line to your minetest.conf file.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
movement_speed_jump = 7.0


It seems to have made it easier to jump and place a node under me.


original/restored value is 6.5 :P

Re: No more pillar up

PostPosted: Tue Jul 08, 2014 20:29
by ak399g
Sokomine wrote:You're not the first one to be annoyed by this "feature". I've complained about that already, but nobody changed it yet. In order to fix your own version, edit src/game.cpp and remove some lines around line 908. Btw, the pillaring up is not the main problem (that's usually only needed for scaffolding) - not beeing able to place nodes using facedir in tight corners is far more annoying for builders.

So, this? :
+ Spoiler

Also, the note says it'll be implemented as client-side lua (which is much easier to toggle). Here's hoping that change is high on the list.

To others, noclip and jump height 'workarounds' are not acceptable for my purposes.
Additional info: I run Xubuntu 14.04 with the 0.4.10-dev ppa.

Re: No more pillar up

PostPosted: Tue Jul 08, 2014 20:45
by Sokomine
ak399g wrote:To others, noclip and jump height 'workarounds' are not acceptable for my purposes.

Neither for my purposes. Noclip doesn't make placing nodes any easier and is seldom granted. For now, editing the client is the only real way around this problem.

Re: No more pillar up

PostPosted: Tue Jul 29, 2014 06:44
by Dragonop
YOU STILL CAN!
Just need to keep press Jump+Sneak and press the Place Block button
Ween you jump while sneaking you jump 1,5 blocks!

Re: No more pillar up

PostPosted: Tue Jul 29, 2014 13:09
by webdesigner97
Dragonop wrote:YOU STILL CAN!
Just need to keep press Jump+Sneak and press the Place Block button
Ween you jump while sneaking you jump 1,5 blocks!

But then facedir blocks like chests won't facedir...

Re: No more pillar up

PostPosted: Tue Jul 29, 2014 15:22
by Sokomine
webdesigner97 wrote:But then facedir blocks like chests won't facedir...

That's right, and that's the most important reason for wanting to build where you stand. Slim panels, handrails etc. are hard to place if you are standing elsewhere. They're even hard to place when standing in the right block. Anyway, I patch my Minetest, and that problem is gone. Just requires the occasional repetition of the deletion of the lines concerned once there's a new version out and git can't solve it automaticly.

Re: No more pillar up

PostPosted: Tue Jul 29, 2014 15:27
by hoodedice
Sokomine wrote:
webdesigner97 wrote:But then facedir blocks like chests won't facedir...

That's right, and that's the most important reason for wanting to build where you stand. Slim panels, handrails etc. are hard to place if you are standing elsewhere. They're even hard to place when standing in the right block. Anyway, I patch my Minetest, and that problem is gone. Just requires the occasional repetition of the deletion of the lines concerned once there's a new version out and git can't solve it automaticly.


Another Minetest fork in 3... 2.... 1......

Re: No more pillar up

PostPosted: Tue Jul 29, 2014 16:41
by Sokomine
hoodedice wrote:Another Minetest fork in 3... 2.... 1......

Ah, no, it's just a couple of lines deleted. Plus that patch from sfan5 that allows to save maps from servers locally. Plus, recently, gsmapper.

I still hope sfan5 will bring his patch up in #minetest-dev and get it integrated into the main branch. It ought to be optional, but it's *very* helpful for saving maps. The only point where it doesn't help is if you connect to a server and then find out that the server has a problem...the broken map will then already have overwritten your intact local copy. I know no good way around that problem.