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[Request] Scannable compatibility

Open DevTimur opened this issue 4 years ago • 6 comments

Pealse add compatibility to Scannable mod. So when you use scanner with Mob detection, it would actually detect mobs regardless of Player Senses. So far when I use scanner I can't see mobs, while i can't "see" them with my eyes.

DevTimur avatar Jun 18 '20 08:06 DevTimur

bump?

DevTimur avatar Jul 01 '20 05:07 DevTimur

Some information copied from the Scannable CurseForge page.

A few words on performance: it is great. The server does none of the actual scanning computation, so using the scanner cannot lag servers (clients will always respect server settings though). Furthermore, scanning is actually distributed across several ticks (hence the charging time when using the scanner), so even on the client using the scanner there should be no noticeable impact. As for rendering, the scan wave effect is rendered using a shader and a single quad. In human that means it's super fast and should have no noticeable impact on FPS. I even tested it on my craptop and saw no dip in FPS. Even works with OptiFine (unless Fast Rendering is enabled, can't figure out why that is).

Other mods can provide additional modules to generate different kind of scan results. If you have an idea for a module, either open an issue on this project's issue tracker or if it involves another mod, try to talk the mod's author into adding support for Scannable. They'll love that. Honest.

Client-side scanning is probably the reason Scannable is not detecting mobs that are in stealth.

Tommsy64 avatar Jul 03 '20 17:07 Tommsy64

Aye. DS works by preventing the client from receiving data for entities it "shouldn't see". The reason it works in such a way is because that's literally the only way to prevent the client from seeing those entities.

Without DS's player sight system (or a similar one, though I don't know of any others), it's pretty easy to make a client-side-only mod that allows you to see all entities, whether you "should" or not. Ie. esper hacks.

DS doesn't perfectly prevent esper hacks in the current version, but that has more to do with indirect detection of entities (eg. sounds and block changes due to an entity). I may improve on that eventually, but I'm too busy for that right now.

In this particular case though, I could probably manage compat, only because the Scannable mod does have server-side data I could use for deciding whether you see the entities...which is to say, I can check if you're holding the scanner item. I'll have to look into the Scannable mod more to see if this is feasible or not.

Laike-Endaril avatar Jul 11 '20 00:07 Laike-Endaril

Short version: this seems feasible, but is a bit more work than expected. I'm not going to start on it right now as I do have higher priority projects atm (but I'll leave this open)

Laike-Endaril avatar Jul 11 '20 01:07 Laike-Endaril

OK. Right now I'm bypassing this limitation by using mod called InControl Effects, when ever I hold scanner in hands it gives me short term soulsight effect making me able to see mobs. Although it.seems a bit cheaty, because of aura around mobs making it easy to see where they facing. But I take it. Thanks anyway.

DevTimur avatar Jul 11 '20 05:07 DevTimur

After examining the actual workings of the mod further in-game and in-code, I've decided official compat is not...reasonable. It may be doable, but it would probably be less work for me to recreate the Scannable mod from scratch as a server-side mod, not counting the fancy ping effect.

Leaving this open; I may see it someday and decide to actually make said scanner.

Laike-Endaril avatar Nov 30 '20 05:11 Laike-Endaril