flux reports: we need an itemframe where the ... #2067
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Reference: your-land/bugtracker#2067
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flux reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
That's a nice idea, could even be used upstream. The node already has item meta, so we could just save a texture file there and display it, instead of having "itemframe", "itemframe invisible", "itemframe plate" and so forth.
Should I post the suggestion upstream?
If you think they'll implement it upstream, sure. I'm not sure it's a good idea to turn the thing into 2 entities to save a couple of nodes, though.
Couldn't we make it a texture modifier? Where the plate/invisible/... background is read from a value in nodemeta and then the item gets displayed on top?
i don't think it's possible to use node metadata to change the visible texture? i think the game should give us the ability to e.g. change paramtype1, paramtype2 to link specific textures or meshes or nodeboxes... but that'd be a heavy change on the engine.
currently the only modifier for a node's textures is via a palette.
The mechanic that changes the item texture as soon as we place a new item in could look at node meta, read the value and place the appropriate picture in the background. The problem is more a UI one: How would someone change that node meta?
my objection isn't that it couldn't be done this way, but that you'd need a 2nd entity to handle the 2nd texture, and we're already trying to deal w/ having too many entities in places like haven. i feel like it's important to not exacerbate that by turning all item frames into 2 entities.
oh i get it, you want to compose the plate texture w/ the other entity texture. but that can't work, because the the current entity is a wielditem, and the texture is specified by an itemstring. that's why you'd need a 2nd entity. either that, or create a dummy item for every registered item in the game w/ a wield image that does that composition... which is a terrible idea.
see
ae555465ba/doc/lua_api.txt (L7515-L7533)
there's no general mechanism to replicate the mechanic that the
wielditem
visual uses, hence why my smartshop fork has different kinds of entities.sprite
visuals cause less FPS lag, but you can't representnodebox
or meshdrawtypes
, and things get wonky if there's animations.while looking around for a plate nodebox/texture to steal, i found https://forum.minetest.net/viewtopic.php?p=403908 which looks real interesting...
cf. #1169
created one: https://content.minetest.net/packages/rheo/itemplate/
Opinions please: 1. Add this mod standalone? 2. PR "upstream" to itemframes? 3. Close as wontfix?
I'm slightly in favour of 2, then 1
Feels more like a standalone thing... Even though it's basically an itemframe...
This mod could potentially try to do something special, like displaying alternative models for known food...
(imagine a 3d burger :P)
(makes sense since YL is a cooking simulation server)
it'd be nice if the original itemframe was an API, and you could just import that and choose which kind of itemframe nodes you wanted to use.
the main reason i depend on the original itemframe mod is to not duplicate code. we've fixed upstream itemframe issues before.