DragonWrangler1 reports: lighting needs to be fixed her ... #6320
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#6320
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
DragonWrangler1 reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
//fixlight
actually made it worse. it seems that the cause is that it's directly below the airship. i'm not sure there's much we can do.We could temporarily remove the airship, delete from database all blocks above this position, fixlight and reinsert the airship. But as soon as some smart*** jumps off the airship again because its so so funny, the same problem will occur again.
what if you put maptools:fullclip around the ship so noone can jump from the ship to Wahi ?
there used to be kill nodes around the airship. those got removed cuz too many people lost their gear permanently (including me).
if someone wants to embed the airship in fullclip nodes in a way that prevents players from jumping out, and puts a thick layer of kill nodes outside of that, i'd support that. that would prevent all normal players and nearly all hackers.
i'm not certain that'd actually solve the problem though.
Would it be possible to code a system that automatically teleports players who jump off the ship back onto the ship? Or would that not fix the problem? Lorewise it could be explained away as adding some kind of magical guard to the airship.
There were plans to add an area below the airship that would kill the player, but not somewhere in the air (where the bones are unreachable). The place could be randomly chosen from a list. Those places would be near or along the airship routes, explained by "The player fell off the airship while it was en route between two cities.
A box of fullclip around the airship might lead to people jumping down to the fullclip border and walk around there. I don't want that.
I mean have it right at the airship so they can't jump off of it at all.
that is what i meant. best way to do this is to build the boundary with visible nodes, then use worldedit to change them to noclip.
I'd rather have people not jump off the airship at all, instead of providing guardrails which they then might expect in other deadly places, too.
If we don't want to outright kill people that fall off the airship, we could make it that there is a chance they do not fall to their death, but end up above the water somewhere or - conveniently - some haystack/heap of mushroom pore.