Hey small quick update, I noticed I somehow accidentally set the default refresh rate way to high at somepoint but it never reflected on my server because of the config I had set there, I fixed that now.
So when you change your servers default refresh rate it will feel much better because it may have been running at 250ms which is unreasonable to be honest.
I've set the new default to 100m which seems to be a perfect setting for balance while remaining responsive feeling.
And yeah you're absolutely correct, WAILA is "What Am I looking At" one of the more popular minecraft mods which adds this functionality, didn't find a good counterpart for Luanti so just had to create one of my own, it got published onto ContentDB which is neat.
Oooh neat, I didn't realise that, I actually redid and restructured alot of the code base before I read this based on some things I found in luantis code base, I actually learned a good bit glancing through like mtg and such, planning on another update soon so will try to keep this registered_items[""].range trick in mind as a change to add, thank you!
I also wanted to add some more visual polish but wanted to get it out there once it was pretty much feature complete ASAP too, I did have transparency sliders at one point but I must've forgot to readd them once I redid the Adv. Layout Editor a bit.
Whoops! I will re-add that in the next update, and also the customisable border.
I added a bunch of the underlying requirements and added in some elements of visual polish which can be customised but yeah a few aspects are missing or lacking from what I imagined and those and the border was the next thing I wanted to tackle.
WITOwO had pretty good visual polish but wasn't very performant or designed with server usage in mind, so once I felt I had the main things in place for using and pushing Eye_Spy out there I did so. Would also help me know how much it will see use, if I got those aspects right or wrong and if wrong I could be more sure that it wasn't down to visual elements, and also would help me know how much those final bits of polish were even requested etc..
Glad to see it's getting some usage and that you agree that that's basically one of the only few things missing, thank you very much for the nice and also constructive comment :)
Good idea, I can add that at some point.
The being a few nodes behind may be due to the default refresh rate, I may need to update that actually.
try
/eye_spy_rate default 75
this will change the default so it refreshes more often, having it refresh less often helps performance of the server and clients but makes the mod and ui seem to be less performant as a result, increasing makes that seem more responsive but can impact the server so finding the sweet spot of this for the server for balancing server load and responsiveness may need to be dialed in more. I tried to play it safe but may have made the refresh rate too high as a result.
For players that already joined/changed their player-specific refresh-rate/an admin did, I think I will add another setting to force all of theirs to go back to the default. Missed that edge case scenario for doing things like this I think.
In the mean time you would have to change each players or get the player to change theirs.
do /eye_spy_rate [player_name] 75 for each player and yourself for now.
I will also add the ability for the admin to change the range that the users can set for refresh rate, but at-least they require the permission eye_spy_rate to change it themselves as it stands right now.
Give it a try by setting your own and a couple of the users refresh rate to like 50-75 for testing and then see if it changed and made it look and feel more performant on the UI side, would appreciate you letting me know if this was the case you and your users and server.
I considered lowering to somewhere between 75-95, maybe I forgot, I will do that next update too, especially if you get back after testing this too and find it helps.
Hey @Opons Meant to push this a couple days ago but hey, better late than never right?
New update where I rethought and rewrote a lot of the underlying code, and implemented the feature you requested and a little more.
Hope you check it out and find it useful, let me know if you do and how you get on.
Good Question. Small oversight on my part.
I will do another pass sometime soon and implement it when I get a chance and get some sleep etc.
I will also redo the readme at somepoint since It was quickly threw together on github, and then I had to mangle it quite a bit when trying to setup the CDB page (which while it didn't help, it needed some redoing anyway, I just needed to be able to test getting it published first etc.) so I had to do that just to be able to kinda fit it on CDB.
I need to rewrite some parts and make some things clear, like there are some permissions for the refresh rate command and performance monitor command so that the commands can be used instead of just config files, but with permissions, players can't just use it willynilly and possibly cause issues or use them maliciously (connect a tonne of clients and put refresh frequency way too high and then run around and cause too many updates) for e.g.
I have a few other server management features in mind but who knows.
I still have some learning and thinking to do on how I should go about this in Luanti.
I should also should make a default config example and include comments there.
I wasn't so sure on how much this mod would be used especially on servers, so I appreciate the comment which indicates that others wanted something like this aswell, and want to use it on their server too.
Wooting were the first to make analogue keyboards where each key can do more than just on or off; they can do many steps inbetween. These keyboards can also be used as game controllers, so you can turn and speed up in racing games with more control, like using a controller.
You can change almost everything about them, such as how hard you press a key before it works, when it releases, or what happens if you tap lightly or press fully. Like making a light tap type a lowercase letter and a full press type an uppercase.
These keyboards are not wireless, so they need a cable. But a device called SterlingKey exists that acts like a tiny box you plug into a keyboard, mouse, or controller (if its a USB HID theres a good chance it can work) to make it work wireless through Bluetooth (or a hub can work in the latest beta so you can connect a mouse and keyboard for example). When you connect to it, it sends commands from the wired device to the device that is connected to the SterlingKey. It works with many types of devices like Windows, Mac, Android, and iOS, and you can connect several at once. You switch between devices being controlled by pressing a button or tapping a key combo, and it switches very fast, no need to disconnect and reconnect between devices. If you add the 2.4ghz dongle, you can connect even more devices, up to six.
Hope that helps explain it. I need more brain power too, I'm just getting some back after I finished that mod I was working on, that's why it took me so long to read and reply to this and to fix a simple problem I had with the CDB page of my mod so now that's done it should get published shortly.
I've just started playing RDR2 for the first time so I think my brainpower is coming back a bit now, pretty good game actually.
Hey I finally got to a point I was happy enough to push first release, should be basically done but if you think of anything or notice anything let me know :D
No worries about taking a while I can be the same haha.
yeah haha you had to use a different wood to craft another woods planks, pretty funny, I didn't make a PR or anything about the Ethereal thing yet just posted about it in the luanti discord so maybe something will be done, when I did post it someone I forgot exactly who but a well respected programmer and I think maintainer of luanti was in there and said that it was cursed that they were reusing a tmp variable in the way they were (they didn't set the tmp variable to the right wood after the previous one and that is what caused the bug where willow trunks had no crafting recipe and sakura had two, one for a different wood (the willow), oh I have been busy too, I've been working on a WAILA style mod and have pushed the first release and put it up for approval on contentDB :D
here's the git if you wanted to check it out before it's hopefully approved - https://github.com/cjgray24/eye_spy/
You could do it under CC0 or any license you want, free to use it as you wish :)
Awesome, thanks for sharing I appreciate the read and I definitely have some similar motivations here. Yours looks great visually, much better in a few ways, so there’s definitely stuff I can learn from that for my own project later. Not that the one I'm working on looks 'bad' per se, as I hope you'll see soon!
--Edit
I hadn't slept and it was way too long. But It's done now!
Seems to have fixed it but performance is an issue, and it's practically unusuable on a decently powerful server with just myself testing on it so far. 4 cores, 8gb ram and nvme m.2 ssd hosted on debian and the server is running headless and completely dedicated to it..
I found a similar mod to this which doesn't seem to have the same problems but it's a bit more simple and "unbloated" lets say.. (node_view)
I've used it as a foundation to fork off and make one that fits all my needs regarding the features it has, I also added a layout manager, a couple of sanatizers and "translators" (for e.g. converting and sanatizing internal names into nice and readable names (when they aren't using/dont containt the correct fields which makes it so that it doesn't/cant show them, if you just show the internal name it looks pretty ugly)), also included a bunch of meta data and its dynamic display, and cahching etc.
I also saw that this WITU(F) mod is updating on globalstep, which is called at-least around 20 times a second per player, you are killing the performance with that alone never mind some of the things in here and their implementation.. The mod I found above was dong the same for a much smaller lesser part of the mod and that's already bad enough so I have redone that part too.
Maybe there can be some learning or rewritting to make witU(f) more performant, because I do think it's pretty cool and don't wanna completely superscede it.
I'm almost completely done and happy with it, if anyone wants it published to check out and I haven't done it within a day of posting this you can reply to me and I will get that done for ya.
╰(°▽°)╯🫡
Amazing, thanks for looking into that for me, Yeah I can imagine that bug being quite annoying and being glad that thats fixed
I just got my SterlingKey so finally have managed to turn my WootingTwo into a wireless keyboard, Idk why I'm saying this here other than pure excitement 😂
The only such mod I can find which offers inventory sorting.
~/inv gives an error about requiring server priv which then makes it just want to open another users inventory and no gui pops up,~ (it conflicts with another command, have to change the command in the code from /inv to something else for it to work)
investigating the /help page for Manage_Inventory then only shows the /sort /stack and /sortstack commands, no /inv command.
It appears this might only sort player inventory too? fine if so still better than nothing although being able to sort another container would be cool.
Also, using stack or sortstack clears metadata it seems, it resets durability of items etc.
Also would be cool to be able to keybind a command, I've had to write an AHK script which checks for the game window and binds typing /sort and hitting enter to a mouse key press and it does it so quick you can't really tell and doesnt impede player input/get garbled by player input so it works fine but obviously would prefer this to be implemented in the mod instead
Quite a QoL based suggestion so I hope it's easy enough to implement, but essentially it'd be neat if rightclicking to eat took priority and then holding-shift and rightclicking will have interacting like normal (and happens currently) take priority.
As it is holding right click while you are looking at basically anything makes it attempt to interact instead of eat and you have to look away to begin eating, with shift (or anything else) not having any effect on this behaviour.
I think this would make it feel much better.
I tried to embed the images but I can't get the markdown to work correctly for some reason, maybe its the links/host thats the issue, either way here is how that looks.
Honestly I get it from the programmer side which is why I even thought it was intentional and knew it was the default crosshair and not a bug etc. xD
I even just found and fixed a bug in Ethereal which idk how long its been there but it made it so you can't craft willow wood using willow trunks but instead sakura trunks having the recipe for both
I like the sound of your dot, reminds me of oblivions sneaking indicator though I think, not that thats preventative, it might work well,
Currently I'm liking having taken the node indicator and added in a smaller indicator inside and using that to replace the node indicator icon, and then using what was previously the node indicator icon as the default one.
Don't, worry, I'm feeling quite the same so I also apologise if it comes across like that the other way also, Maybe Nothing, maybe options for it? I edited the file with a dot in the center for now and feel its okay but I have debated testing with nothing too, also with a more generic crosshair, I'm not sure but the question mark threw me, funny enough it had me questioning things 😭
Hi, This also happens to me.
--Edit for a little clarification
I'm not sure why it happens.
But it does take a minute after joining, and happens progressively.
Hey small quick update, I noticed I somehow accidentally set the default refresh rate way to high at somepoint but it never reflected on my server because of the config I had set there, I fixed that now.
So when you change your servers default refresh rate it will feel much better because it may have been running at 250ms which is unreasonable to be honest.
I've set the new default to 100m which seems to be a perfect setting for balance while remaining responsive feeling.
And yeah you're absolutely correct, WAILA is "What Am I looking At" one of the more popular minecraft mods which adds this functionality, didn't find a good counterpart for Luanti so just had to create one of my own, it got published onto ContentDB which is neat.
Oooh neat, I didn't realise that, I actually redid and restructured alot of the code base before I read this based on some things I found in luantis code base, I actually learned a good bit glancing through like mtg and such, planning on another update soon so will try to keep this registered_items[""].range trick in mind as a change to add, thank you!
Thank you! :)
I also wanted to add some more visual polish but wanted to get it out there once it was pretty much feature complete ASAP too, I did have transparency sliders at one point but I must've forgot to readd them once I redid the Adv. Layout Editor a bit.
Whoops! I will re-add that in the next update, and also the customisable border.
I added a bunch of the underlying requirements and added in some elements of visual polish which can be customised but yeah a few aspects are missing or lacking from what I imagined and those and the border was the next thing I wanted to tackle.
WITOwO had pretty good visual polish but wasn't very performant or designed with server usage in mind, so once I felt I had the main things in place for using and pushing Eye_Spy out there I did so. Would also help me know how much it will see use, if I got those aspects right or wrong and if wrong I could be more sure that it wasn't down to visual elements, and also would help me know how much those final bits of polish were even requested etc..
Glad to see it's getting some usage and that you agree that that's basically one of the only few things missing, thank you very much for the nice and also constructive comment :)
Good idea, I can add that at some point. The being a few nodes behind may be due to the default refresh rate, I may need to update that actually.
try /eye_spy_rate default 75
this will change the default so it refreshes more often, having it refresh less often helps performance of the server and clients but makes the mod and ui seem to be less performant as a result, increasing makes that seem more responsive but can impact the server so finding the sweet spot of this for the server for balancing server load and responsiveness may need to be dialed in more. I tried to play it safe but may have made the refresh rate too high as a result.
For players that already joined/changed their player-specific refresh-rate/an admin did, I think I will add another setting to force all of theirs to go back to the default. Missed that edge case scenario for doing things like this I think.
In the mean time you would have to change each players or get the player to change theirs.
do /eye_spy_rate [player_name] 75 for each player and yourself for now.
I will also add the ability for the admin to change the range that the users can set for refresh rate, but at-least they require the permission eye_spy_rate to change it themselves as it stands right now.
Give it a try by setting your own and a couple of the users refresh rate to like 50-75 for testing and then see if it changed and made it look and feel more performant on the UI side, would appreciate you letting me know if this was the case you and your users and server.
I considered lowering to somewhere between 75-95, maybe I forgot, I will do that next update too, especially if you get back after testing this too and find it helps.
Hey @Opons Meant to push this a couple days ago but hey, better late than never right? New update where I rethought and rewrote a lot of the underlying code, and implemented the feature you requested and a little more. Hope you check it out and find it useful, let me know if you do and how you get on.
Good Question. Small oversight on my part. I will do another pass sometime soon and implement it when I get a chance and get some sleep etc.
I will also redo the readme at somepoint since It was quickly threw together on github, and then I had to mangle it quite a bit when trying to setup the CDB page (which while it didn't help, it needed some redoing anyway, I just needed to be able to test getting it published first etc.) so I had to do that just to be able to kinda fit it on CDB.
I need to rewrite some parts and make some things clear, like there are some permissions for the refresh rate command and performance monitor command so that the commands can be used instead of just config files, but with permissions, players can't just use it willynilly and possibly cause issues or use them maliciously (connect a tonne of clients and put refresh frequency way too high and then run around and cause too many updates) for e.g.
I have a few other server management features in mind but who knows. I still have some learning and thinking to do on how I should go about this in Luanti.
I should also should make a default config example and include comments there.
I wasn't so sure on how much this mod would be used especially on servers, so I appreciate the comment which indicates that others wanted something like this aswell, and want to use it on their server too.
Wooting were the first to make analogue keyboards where each key can do more than just on or off; they can do many steps inbetween. These keyboards can also be used as game controllers, so you can turn and speed up in racing games with more control, like using a controller.
You can change almost everything about them, such as how hard you press a key before it works, when it releases, or what happens if you tap lightly or press fully. Like making a light tap type a lowercase letter and a full press type an uppercase.
These keyboards are not wireless, so they need a cable. But a device called SterlingKey exists that acts like a tiny box you plug into a keyboard, mouse, or controller (if its a USB HID theres a good chance it can work) to make it work wireless through Bluetooth (or a hub can work in the latest beta so you can connect a mouse and keyboard for example). When you connect to it, it sends commands from the wired device to the device that is connected to the SterlingKey. It works with many types of devices like Windows, Mac, Android, and iOS, and you can connect several at once. You switch between devices being controlled by pressing a button or tapping a key combo, and it switches very fast, no need to disconnect and reconnect between devices. If you add the 2.4ghz dongle, you can connect even more devices, up to six.
Hope that helps explain it. I need more brain power too, I'm just getting some back after I finished that mod I was working on, that's why it took me so long to read and reply to this and to fix a simple problem I had with the CDB page of my mod so now that's done it should get published shortly.
I've just started playing RDR2 for the first time so I think my brainpower is coming back a bit now, pretty good game actually.
https://github.com/cjgray24/eye_spy/
It's also up for approval on contentDB right now.
Hey I finally got to a point I was happy enough to push first release, should be basically done but if you think of anything or notice anything let me know :D
No worries about taking a while I can be the same haha. yeah haha you had to use a different wood to craft another woods planks, pretty funny, I didn't make a PR or anything about the Ethereal thing yet just posted about it in the luanti discord so maybe something will be done, when I did post it someone I forgot exactly who but a well respected programmer and I think maintainer of luanti was in there and said that it was cursed that they were reusing a tmp variable in the way they were (they didn't set the tmp variable to the right wood after the previous one and that is what caused the bug where willow trunks had no crafting recipe and sakura had two, one for a different wood (the willow), oh I have been busy too, I've been working on a WAILA style mod and have pushed the first release and put it up for approval on contentDB :D here's the git if you wanted to check it out before it's hopefully approved - https://github.com/cjgray24/eye_spy/
You could do it under CC0 or any license you want, free to use it as you wish :)
Dynamic Animated crosshairs sounds cool btw!
converted review into a thread
converted review into a thread
Awesome, thanks for sharing I appreciate the read and I definitely have some similar motivations here. Yours looks great visually, much better in a few ways, so there’s definitely stuff I can learn from that for my own project later. Not that the one I'm working on looks 'bad' per se, as I hope you'll see soon!
--Edit
I hadn't slept and it was way too long. But It's done now!
Seems to have fixed it but performance is an issue, and it's practically unusuable on a decently powerful server with just myself testing on it so far. 4 cores, 8gb ram and nvme m.2 ssd hosted on debian and the server is running headless and completely dedicated to it..
I found a similar mod to this which doesn't seem to have the same problems but it's a bit more simple and "unbloated" lets say.. (node_view) I've used it as a foundation to fork off and make one that fits all my needs regarding the features it has, I also added a layout manager, a couple of sanatizers and "translators" (for e.g. converting and sanatizing internal names into nice and readable names (when they aren't using/dont containt the correct fields which makes it so that it doesn't/cant show them, if you just show the internal name it looks pretty ugly)), also included a bunch of meta data and its dynamic display, and cahching etc. I also saw that this WITU(F) mod is updating on globalstep, which is called at-least around 20 times a second per player, you are killing the performance with that alone never mind some of the things in here and their implementation.. The mod I found above was dong the same for a much smaller lesser part of the mod and that's already bad enough so I have redone that part too. Maybe there can be some learning or rewritting to make witU(f) more performant, because I do think it's pretty cool and don't wanna completely superscede it.
I'm almost completely done and happy with it, if anyone wants it published to check out and I haven't done it within a day of posting this you can reply to me and I will get that done for ya.
I hope this isn't considered rude.
Amazing, Will need to give this a shot shortly
╰(°▽°)╯🫡 Amazing, thanks for looking into that for me, Yeah I can imagine that bug being quite annoying and being glad that thats fixed
I just got my SterlingKey so finally have managed to turn my WootingTwo into a wireless keyboard, Idk why I'm saying this here other than pure excitement 😂
The only such mod I can find which offers inventory sorting. ~/inv gives an error about requiring server priv which then makes it just want to open another users inventory and no gui pops up,~ (it conflicts with another command, have to change the command in the code from /inv to something else for it to work) investigating the /help page for Manage_Inventory then only shows the /sort /stack and /sortstack commands, no /inv command. It appears this might only sort player inventory too? fine if so still better than nothing although being able to sort another container would be cool. Also, using stack or sortstack clears metadata it seems, it resets durability of items etc. Also would be cool to be able to keybind a command, I've had to write an AHK script which checks for the game window and binds typing /sort and hitting enter to a mouse key press and it does it so quick you can't really tell and doesnt impede player input/get garbled by player input so it works fine but obviously would prefer this to be implemented in the mod instead
Quite a QoL based suggestion so I hope it's easy enough to implement, but essentially it'd be neat if rightclicking to eat took priority and then holding-shift and rightclicking will have interacting like normal (and happens currently) take priority. As it is holding right click while you are looking at basically anything makes it attempt to interact instead of eat and you have to look away to begin eating, with shift (or anything else) not having any effect on this behaviour. I think this would make it feel much better.
here it is pre-done if you wanted to use it too, included both named and ready to slot in for ease https://ibb.co/LDNVxcpH https://ibb.co/pBVt8S7d
--Edit-- Huh, the whiteonwhite with transparency makes this look like blank pages lol.
https://i.ibb.co/dsm8PVKx/tph-adaptive-crosshair-pointable-node.png
https://i.ibb.co/TxjVSsft/tph-adaptive-crosshair-pointable-null.png
Fixed that for ya
I tried to embed the images but I can't get the markdown to work correctly for some reason, maybe its the links/host thats the issue, either way here is how that looks.
Default
New Node Cursor
Honestly I get it from the programmer side which is why I even thought it was intentional and knew it was the default crosshair and not a bug etc. xD I even just found and fixed a bug in Ethereal which idk how long its been there but it made it so you can't craft willow wood using willow trunks but instead sakura trunks having the recipe for both
I like the sound of your dot, reminds me of oblivions sneaking indicator though I think, not that thats preventative, it might work well,
Currently I'm liking having taken the node indicator and added in a smaller indicator inside and using that to replace the node indicator icon, and then using what was previously the node indicator icon as the default one.
Don't, worry, I'm feeling quite the same so I also apologise if it comes across like that the other way also, Maybe Nothing, maybe options for it? I edited the file with a dot in the center for now and feel its okay but I have debated testing with nothing too, also with a more generic crosshair, I'm not sure but the question mark threw me, funny enough it had me questioning things 😭
Hi, This also happens to me. --Edit for a little clarification I'm not sure why it happens. But it does take a minute after joining, and happens progressively.
the one thing I dislike is the big ? as default crosshair