Time Nick Message 11:18 iqualfragile mapgen begins to look interesting 14:19 Taoki *updates GIT* LUA perlin noise? I wonder if that means we're finally getting that LUA mapgen :) 14:20 Exio lua mapgen? what? 14:25 Taoki There's a commit about perlin noise and some mapgen stuff 14:47 RealBadAngel hi all 14:47 Taoki hi 14:47 RealBadAngel Taoki, yes this is all mapgen related stuff 14:47 Taoki awesome. I wonder how far that is yet 14:47 RealBadAngel Tip: kwolekr is hmmmm 14:48 RealBadAngel im gonna push today also one commit: fix missing 2 facedirs 14:49 RealBadAngel got it almost rdy, need to define proper rotations of side textures just 14:50 Taoki nice 14:51 RealBadAngel http://i.imgur.com/f4p9rt9.jpg 14:52 RealBadAngel with this we get rid of double definitions of many nodes 14:52 Taoki excellent 14:53 Taoki Yes, I'm totally against having to define multiple rotations of the same node as various nodes. Very hacky and wrong 14:53 Taoki Like stairs facing left, stairs facing right, stairs flipped upside down... all should be one "stairs" node with a flag which specifies how it can be rotated\ 14:53 RealBadAngel with the patch 6 facedirs will be aviable 14:53 RealBadAngel 4=up, 5 down 14:54 RealBadAngel i noticed also that with my code vertical mesecons are just here 14:54 RealBadAngel without latest jeija's code that added them as extra nodes 14:55 Taoki Normally, 16 facedirs should be available. 8 x 8, since X and Y can both be rotated in 4 ways. You don't need to lean any nodes however 14:55 RealBadAngel 6*4 is not 16 ;) 14:56 RealBadAngel each dir can have four directions 14:56 Taoki Yeah, not sure why 6 x 4 though 14:56 Taoki Ah, actually it would be 2 x 4 if we consider upside down nodes 14:56 RealBadAngel put an arrow on front 14:56 RealBadAngel and rotate it 14:57 RealBadAngel 6 possible front sides 14:57 RealBadAngel each rotated in 4 directions 14:57 RealBadAngel but lets assume just 6 14:58 RealBadAngel way better than 4 anyways ;) 14:59 Taoki yeah 14:59 Taoki Ah yes, I can see it now 14:59 RealBadAngel question to c55 and other with proper rights 14:59 Taoki For blocks at least, they can only point in 6 directions fully. Not sure if the same applies to nodeboxes 15:00 RealBadAngel what would you think about merging this library into minetest source? http://libz80.sourceforge.net/ 15:02 RealBadAngel answer to question "what for?" is "to have real, programmable computer inside the game" 15:02 RealBadAngel with own memory, OS and applications 15:03 darkrose there's nothing I can say about adding that to minetest that isn't an insult to you 15:03 RealBadAngel darkrose: have you seen Minecraft computers? 15:04 RealBadAngel and i dont mean redstone ones... 15:05 RealBadAngel if you didnt, i suggest watchin that spotlight: http://www.youtube.com/watch?v=vb0Q9htsbBI 15:10 RealBadAngel fyi this one is 6502 CPU with up to 64k of memory, with everythin that a computer needs. video memory, interrupts, IO, floppy 15:10 RealBadAngel ive chosen Zilog's Z80 because i used to be ZX Spectrum/Sam Coupe demoscene coder 15:11 VanessaE fwiw, mesecons has that LuaController object, which is almost the same thing I guess 15:11 RealBadAngel not really 15:11 RealBadAngel this thing is real computer 15:11 RealBadAngel programmable in assembler 15:12 RealBadAngel you could port CP/M for it 15:12 RealBadAngel real OS 15:12 VanessaE now, what MT probably does need, and this would make a little more sense, is a generic C++ modding interface. 15:12 VanessaE then a random modder could, for example, add that Z80 emulation library as a mod alongside some Lua or whatever. 15:13 RealBadAngel Lua is not capable of doing such things 15:13 VanessaE as it stands now, anyone who wants to mod via C++ has to hack the engine, and their code would only run on their copy, not necessarily everyones. 15:13 VanessaE everyone's. 15:14 VanessaE so a C++ modding API equivalent to the Lua one would make your Z80 library possible without necessarily embedding it into the engine as such. 15:14 RealBadAngel it would require kinda DLL's 15:14 VanessaE that brings up the question of how one should compile the C++, though. 15:14 VanessaE yes, some kind of loadable library system, .DLL or .SO or whatever 15:15 RealBadAngel mc mods advantage is that theyre core 15:15 RealBadAngel harder to make but core 15:16 RealBadAngel mt on the other hand easier to make but dont have power 15:16 RealBadAngel Lua is good for begginers 15:16 VanessaE my answer to the compile question is that MT should be able to load a precompiled mod, as well as being able to do some kind of just-in-time compilation of it if the necessary utilities exist on the user's system. Cache the compiled result. 15:16 RealBadAngel not real modders 15:17 VanessaE (similar to how Lua works now, I guess) 15:19 RealBadAngel btw darkrose, if you still think its stupid i will tell you one thing. soon after this mod (programmable computer was done) Notch dropped workin on minecraft, left it to employers, and start to make 0x10c the game with core of a 16bit computer 15:20 RealBadAngel which players are supposed to use and programm to control their space ships and explore the universe 15:21 darkrose this isn't minecraft 15:21 RealBadAngel sure 15:22 RealBadAngel but still theres nothin you could say that wouldnt be an insult? 15:22 RealBadAngel btw it sounded like one :P 15:23 RealBadAngel this is not minecraft, yes, but its a sanbox game. its definition says do whatever you want to 15:24 RealBadAngel why not code inside the game? 15:26 RealBadAngel it could be fun for hardcore users, with some well chosen interpreter excellent education element for others 15:26 RealBadAngel play and learn 15:28 RealBadAngel btw i saw yesterday workin FORTH interpreter for minetest 15:28 RealBadAngel on top of Lua 21:00 Taoki Woot... I'm the first person to test low gravity in MineTest (well, that I know of). It's pretty fun 21:01 Taoki If anyone is curious why, I'm working on changing how player physics work in some circumstances, to get rid of the current simple physics and add realistic and correct ones (namely for water and air acceleration) 21:01 VanessaE nice 21:01 Taoki Also putting physics settings into minetest.cfg so people can change them. Including gravity, normal walk speed, fast speed, gravity, water friction, etc. Custom gametypes can make use of this 21:02 VanessaE good thing I made a point to build my bridges et.al safely then - so they don't collapse ;) 21:05 PilzAdam Taoki, the server sends these params to the client? 21:05 Taoki PilzAdam: No, other way around. Client does them and sends to server 21:06 Taoki They're in localplayer.cpp 21:06 PilzAdam so the client sends the gravity to the server? 21:06 PilzAdam thats nonsense 21:07 Taoki arm no, not the gravity 21:07 Taoki Ah, environment.cpp is server-side. Only gravity and water friction are there 21:08 PilzAdam the other params should be server side too 21:08 Taoki Right, the server needs to send them to the client :P Otherwise any client can set them 21:08 Taoki Indeed. I'll see how I can do that after the rest is finished 21:09 RealBadAngel wowsers 21:10 RealBadAngel than could be used in aether and space biomes 21:10 RealBadAngel yikes! 21:18 Taoki RealBadAngel: Indeed. It would work very nicely 21:18 Taoki Since IIRC different minetest games can support custom minetest.conf files 21:18 Taoki But even if not the server can take care of it 21:21 * Jordach 's jaw hits the floor 21:26 RealBadAngel Taoki, think of any big number 21:27 RealBadAngel and add a plus in front of it to see my vote 21:27 Taoki :P 21:27 Taoki Glad this is going to be useful 21:27 Taoki The main purpose though was to implement realistic physics for water and air, since the current ones are very fake and wrong. Both uses will exist however 21:28 PilzAdam Since IIRC different minetest games can support custom minetest.conf files <- huh? 21:29 Taoki PilzAdam: I remember seeing that individual games can have their own minetest.conf. Not sure if I'm incorrect, just think I saw that 21:30 Taoki eg: If you put a minetest.conf in minetest_game the using minetest_game will execute that 21:30 PilzAdam never heard of that 21:48 RealBadAngel who made on_rightclick? 21:49 RealBadAngel or should i ask who made ignore all the changes to player's wielded item? 21:49 RealBadAngel and restore the state before action? 22:00 hmmmm oh RBA, I was taking a look at the log stuff, it's more difficult than i originally thought because of the order of initialization 22:08 RealBadAngel hi hmmmm 22:08 RealBadAngel i found the "guilty" already, its lua code 22:32 Taoki Yay, just got smooth diving into water to work. This is important to fix, since the biggest problem was how touching the water instantly cuts your speed 22:32 Taoki Now you sink to the bottom depending on the speed you fell in the water with, and it decreases smoothly to water friction limit 22:32 Taoki Similar to MC 22:33 RealBadAngel Taoki, can we try it too? 22:33 Taoki RealBadAngel: It will be on GIT soon, not ready yet 22:33 RealBadAngel it may crash, eat my cat or whatever 22:33 Taoki Likely before I go to bed tonight. I'll give you the GIT link when it's ready. Still around for 1:30 hours 22:33 Taoki Likely not, it's simple formulas actually 22:34 Taoki Tomorrow I'll fix the settings being loaded by server and not client 22:34 RealBadAngel oke, so i will keep my fingers crossed :) 23:10 PilzAdam https://github.com/celeron55/minetest/pull/475 23:11 PilzAdam should new_style_water default be true? 23:22 VanessaE Someone please answer RealBadAngel's question first. 23:22 VanessaE [02-08 16:48] who made on_rightclick? 23:22 VanessaE [02-08 16:49] or should i ask who made ignore all the changes to player's wielded item? 23:22 VanessaE [02-08 16:50] and restore the state before action? 23:24 RealBadAngel yes, please 23:25 VanessaE there MUST be a way around this issue 23:26 RealBadAngel i use on_rightclick, pick wielded item and make changes to it 23:26 RealBadAngel whatever i do to it, all changes are reverted 23:28 RealBadAngel tip: if node has defined on_rightclick() action default shall not be executed anymore 23:28 RealBadAngel please take care of it 23:31 Taoki RealBadAngel: https://github.com/MirceaKitsune/minetest/tree/movement This is what I have so far, will try to do the rest tomorrow. Currently the branch contains removed air acceleration and correct diving / acceleration into water 23:31 Taoki Tomorrow I need to make the settings server-side, and also make going up / down when flying or underwater smooth 23:33 RealBadAngel thx Taoki 23:33 RealBadAngel will try it 23:33 Taoki np 23:34 RealBadAngel btw 23:34 RealBadAngel can you consider propably increased gravity when closer to the core? 23:35 RealBadAngel i mean -31000 23:35 RealBadAngel that could make unbreakable barrier (bedrock) and earth's core biome 23:37 RealBadAngel so simply reachin that level player could not move any further downwars 23:38 RealBadAngel only very slowly up