The title says it all, also being able to see What other people in multiplayer Hold in there hands would be nice
wieldview mod provides this option, it's part of 3d_armor.
@sofar yeh but it should be added To default
I also thought about opening the same issue, it is basic gameplay feature to me.
@Fixer-007 that's why I opened it in the first place (i thought with all the conversations about the female player model it would be the correct time to open this)
Bdw it really is a basic gameplay feature especially in PvP
Unfortunately, there is no 'clean' way to accomplish this at present. My wieldview mod requires a custom model and only works well for certain tools, while my wield3d mod which _should_ be the proper solution to this, still suffers from odd attachment glitches that appear to be mostly upstream issues.
This needs to be coded In the engine I think
This needs to be coded In the engine I think
It really doesn't matter where you code it if the problem is with irrlicht. I am not saying that it's impossible, because it clearly isn't but it is going to be glitchy using the standard bone attachment/parenting system.
I came to the conclusion that it's an irrlicht issue by hacking the basic 'hello world' example to make an animated minetest Sam wield a cobble stair, I have pasted the code here if anyone's interested, obviously you need to supply the media files to make it work. You should notice the occasional flickering which seems to get worse over time or possibly just randomly.
There is, of course, still a chance that the problem lies with the b3d exporter or even the model itself but that seems unlikely to me.
I do not understand the insistence of the 'Engine change needed' label because this is doable by mods already only it doesn't work so well because of either irrlicht or the model itself. What is clear is that for once, it is not the fault of minetest engine.
Such a mod may of course benefit from some engine changes but I do not think that something as game specific as this should be handled by the core as it assumes that every game has a 3d player with a right arm of specific dimensions, etc, etc.
Not sure why it is non-trivial, since it is done via mods for years, just merge it and fix that 180deg reversal bug :)
Actually this seems primarily an engine issue as hacking it in Lua is probably not optimal.
Please open a request there if there isn't one.
Nothing needs to be 'hacked' in lua. The attachment is handled by the engine & irrlicht anyway. The one thing the engine might can provide is a callback for wield-item changes. This type thing is game specific and should be done by the game. The engine has no reason to care how the player model looks or what bones it may or may not have.
While I agree there are other 'upstream' issues that would need sorting out, I see no reason to close a perfectly reasonable feature request. I do not see anyone objecting to it.
At least embarrassing "Non-trivial" tag was removed and then issue closed :)
Ok, i don't know much about how this would be implemented.
Ok, i don't know much about how this would be implemented.
IMO it would be best handled by the player_api mod, wield-item changes would need to be polled or at least rate limited to avoid spamming servers with rapid mouse-wheel change events, for example.
Why close this? It's definitely something that would be a nice addition.
FWIW, I am still investigating the glitching issues and I think I have narrowed it down to either the model weights are not correctly exported or there is a problem with the b3d loader code of Irrlicht.
While it seems there is a way to prevent the glitch by ensuring the main Body bone of the model is never at the exact zero rotation (0,0,0). I could possibly do this to the player model as a last resort but I would much rather get to the root of the problem.
Maybe a different model format would behave better, however, directx has problems of its own so going back to that is not option IMO, unless anything has changed since I last tried it.
Let's move discussion to #2097
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I also thought about opening the same issue, it is basic gameplay feature to me.