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IRC log for #minetest-dev, 2013-05-21

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All times shown according to UTC.

Time Nick Message
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02:27 * jojoa1997 is away: Doing homework
02:27 hmmmm thank you for telling us
02:27 jojoa1997 this is for other channels
02:27 jojoa1997 like for VanessaE
02:28 VanessaE kaeza: interesting way to reproduce the wield item disappearing:  Load up a bunch of map, then hit 'r'.  the extra processing time needed for full view seems to disrupt it.
02:28 VanessaE jojoa1997: setting your nick, or /away, affects all channels you're in on a particular network
02:29 VanessaE (take this to #minetest)
02:29 kaeza VanessaE, I see it can happen anytime under heavy load
02:29 kaeza for example while loading map
02:30 VanessaE yes
02:30 VanessaE or rather, while building the meshes I bet
02:30 kaeza but why should it affect that?
02:31 kaeza I doubt anything related got changed in that commit
02:31 VanessaE well, I'd guess meshes before map loading, I mean
02:31 VanessaE since displaying full view range surely involves a similar code path
02:35 * jojoa1997 is back (gone 00:08:18)
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02:43 VanessaE Can someone please add a drawtype or a flag or something that prevents textures from being rotated to follow facedir?
02:45 RealBadAngel what for?
02:46 VanessaE so that for example slabs, stairs, etc. still look exactly the same as they did before they were converted to use 6d facedir
02:48 RealBadAngel whats the difference?
02:48 RealBadAngel textures are rotated only by one piece of code
02:48 RealBadAngel for all kind of nodes
02:48 VanessaE wait
02:48 VanessaE lemme explain
02:49 VanessaE before 6d, stairs/slabs were defined explicitly - a bottom slab was different from a wall slab, but both were cut from the same texture orientation, so for example wood ran horizontally in both
02:49 VanessaE now a wall slab might have wood running vertically, while a bottom slab runs horizontally, while a ceiling one has the textures upside down
02:49 VanessaE for stairs/slabs, this is undesirable in practice.
02:51 VanessaE the walls of my in-game home were negatively affected by this, because they're made mostly of wall slabs
02:52 RealBadAngel apply rotations to flipped nodes then
02:52 VanessaE no
02:53 VanessaE allow a flag/drawtype/something that does not rotate the textures.
02:53 RealBadAngel they were always rotated
02:53 VanessaE I think a flag is best, e.g.   allow_texture_rotate = bool (default true)
02:53 RealBadAngel i mean old facedir
02:53 VanessaE sure, for old facedir, but with 6d things get flipped upside down, turned vertically, etc.
02:55 VanessaE s/things/textures/
02:55 RealBadAngel so basicaly you dont want disabling but 6d  nodebox rotations with old facedir rotations of textures
02:55 VanessaE yes, basically.
02:55 VanessaE this would mostly only be useful for stairs and slabs and the like, where textures will generally be the same on all sides anyway.
02:55 RealBadAngel weird request
02:56 VanessaE not relaly
02:56 VanessaE not really*
02:56 VanessaE in practice, it will improve things considerably, especially for structures built before 6d
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11:39 BlockMen joined #minetest-dev
11:39 BlockMen hi
11:40 VanessaE hey
11:40 BlockMen the warning of Minetest when two mods with same name are found should be reworked
11:40 BlockMen it even appears if the mod is deactivated
11:40 BlockMen and it kinda sucks when overriding a default mod
11:45 celeron55 it is designed to not say anything if it overrides a default mod
11:45 celeron55 dunno if somebody blew it, but it will warn only if there are two on the same level
11:45 celeron55 (as per design)
11:46 celeron55 there could be a bug in there or a bug when stuff is deactivated
11:47 PilzAdam "If mods are not loaded due to name conflicts, warnings will be printed to infostream." seems like its printed to errorstream
11:49 PilzAdam https://github.com/minetest/minetest/commit/969d2b3eb1f30e257823d9220697e47735be68e3#L2R310
11:51 BlockMen PilzAdam, exactly that msg i mean
11:56 kahrl hi
11:58 kahrl I put that message in there in case somebody overrides a mod by mistake, comes to the forum to ask for help, is asked for debug.txt
11:58 kahrl it isn't meant to be shown on the screen every time, I forgot errorstream does that
12:01 BlockMen kahrl, ah ok
12:01 BlockMen can you fix that?
12:01 BlockMen PilzAdam, -> https://github.com/minetest/minetest_game/pull/159#issuecomment-18204240
12:02 PilzAdam BlockMen, there is a reason why it works like that
12:03 BlockMen and why dont you write that reason then instead of asking "why?"
12:04 PilzAdam well, the reason is that there is no reason to remove it
12:04 kahrl the thing is that infostream and verbosestream are hidden by default, actionstream doesn't fit because it's not an "action"
12:04 kahrl so that leaves errorstream and dstream, and I try to avoid dstream so I used errorstream here
12:04 PilzAdam kahrl, its an "action" of the second mod to override the first mod
12:05 PilzAdam bbl
12:05 BlockMen PilzAdam,huh? what sort of reason is that? what if i place snow and dont want it anymore? your "argument" makes no sense.
12:05 kahrl hmm okay
12:06 kahrl I see similar things logged to actionstream but mostly it's "played joined" "player digs" "player places" "player punches"
12:06 kahrl should I change it to actionstream?
12:06 BlockMen kahrl, +1
12:08 BlockMen PilzAdam, and furthermore. the game aims to be a bit realistic. and what is under snow? at least no dirt with snow (or only a few hours).
12:18 BlockMen and to the "no difference", here -> https://github.com/minetest/minetest_game/pull/160#issuecomment-18204957
12:20 PilzAdam BlockMen, both ways are good, we (VanessaE and me) decided to choose the current way
12:20 PilzAdam changing it just for the sake of changing isnt good
12:20 PilzAdam 2 weeks later someone else can come along and open a pull request to change it again
12:21 BlockMen first. what are you talking about now. the snow or the logo?
12:21 PilzAdam snow
12:22 BlockMen ok, but tell me. why shouldnt it be a bit realistic?
12:22 BlockMen why is lava infinite now?
12:22 BlockMen *finite
12:22 PilzAdam what is not realistic in the current wy?
12:22 BlockMen ok, tell me what is under snow
12:22 BlockMen in RL
12:22 PilzAdam have looked at the dirt_with_grass block?
12:23 PilzAdam its exactly the same
12:23 PilzAdam do you also want to turn it into dirt when diggin default:grass on top of it?
12:23 VanessaE PilzAdam: farming textures (link in #minetest)
12:24 VanessaE BlockMen: typically, either dirt or grass, depending on your particular region of the world.
12:24 BlockMen no, its not the same. when u remove grass (like "mähen") thee is still grass (dirt with grass)
12:24 BlockMen but under snow is always grass or dirt (but that only if it was grass already)
12:24 BlockMen *no grass
12:25 VanessaE I've seen snow atop bare dirt even where said dirt has grass in the summer, and I've seen it atop what looks like fresh, green grass.  I've also seen tall grass growing right out of the snow before too.
12:25 VanessaE most commonly, it'll be snow atop tan-colored dead grass
12:26 VanessaE so if you wanted to be as realistic as possible, you'd need to recolor the dirt-with-snow-and-grass textures to be a bit tan.  but that's overkill I thinl
12:26 VanessaE think*
12:26 BlockMen Vanessa, true. but dirt_with_grass is more realistic than dirt_with_snow
12:27 BlockMen *in comparision to tan-colored grass
12:28 BlockMen and it just makes no sense to keep the dirt_with_snow when a player diggs the snow
12:29 BlockMen because it shows ...the player want to remove (that why he diggs it)
12:30 BlockMen another way could be an abm for dirt_with_snow but that would be worse for perfomance
12:31 proller i think snow must be leveled as floating water with melt ability
12:32 PilzAdam BlockMen, dirt_with_snow is actually exactly like dirt_with_grass but with snow in the grass; its like plowing the snow layer on top a grass field IRL
12:33 PilzAdam there will always be snow in the grass that you cant remove
12:35 BlockMen PilzAdam,excuse me? where is the grass in the snow exactly? -> https://f.cloud.github.com/assets/3742497/541535/0890e1c6-c20e-11e2-9b05-480a88e74079.png
12:35 BlockMen and that way you describe make it to complicated for this game
12:35 BlockMen can you clearly say where the problem is to ass this because it kinda sucks to remove the dirt too when i just want to remove the snow?
12:36 VanessaE BlockMen: make a mod that includes a heat gun :)
12:36 VanessaE melt the snow, get a grass block back. :)
12:36 VanessaE but it'll *still* need to be dead grass imho
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12:37 BlockMen at least dead grass would make most sense
12:38 BlockMen but then it needs an abm (or scriptside like dirt->dirt_with grass) to turn dead->grass
12:39 VanessaE isn't dirt -> dirt with grass already handled by an abm?
12:39 iqualfragile i think so
12:40 iqualfragile where is the code wich makes saplings grow into trees?, i could not find it…
12:40 VanessaE then adding one more node to the 'nodenames' param would be entirely trivial
12:40 BlockMen VanessaE, no it is somewhere hard coded
12:40 VanessaE iqualfragile: hard-coded in C++ somewhere
12:40 BlockMen IIRC
12:40 VanessaE BlockMen: oh, damn
12:43 BlockMen but in my opinion that would get overrealistic for this game. it should be a simplified realistic
12:43 BlockMen like digging nodes. try to punch a tree with bare hand in RL
12:44 VanessaE BlockMen: it'll break if it's think enough ;-)
12:44 VanessaE thin*
12:45 BlockMen and where are these thin trees in Minetest :P
12:46 VanessaE you haven't coded them yet *ducks*
12:46 BlockMen i thought thats your part (more trees)?
12:48 * BlockMen is afk
12:48 kahrl so, any objections? https://gist.github.com/kahrl/5619535
12:53 PilzAdam kahrl, seems good
12:53 sfan5 kahrl: seems fine
12:55 * BlockMen bk
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12:57 BlockMen kahrl, very good
12:57 BlockMen thx
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14:01 PilzAdam sooooo, the farming mod is ready: https://github.com/PilzAdam/minetest_game/commits/farming
14:01 PilzAdam https://gist.github.com/PilzAdam/5613541
14:02 PilzAdam can I push it?
14:04 VanessaE you forgot to say 'please' ;)
14:05 ruben|revising Give me a piece of cake and I will agree
14:05 PilzAdam /give ruben|revising food:cake
14:05 * VanessaE hands ruben|revising a moretrees acorn muffin
14:05 ruben|revising food_cake:choco
14:05 ruben|revising :P
14:06 ruben|revising Thanks
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15:10 VanessaE someone give PilzAdam the go-ahead on that farming code please.  he's waiting on whoever, I'm waiting on him so I can push an update to plantlife and my husband's waiting on me to go do stuff :P
15:11 PilzAdam VanessaE, can you draw a diagram?
15:11 VanessaE heh
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15:26 VanessaE bbl
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16:48 PilzAdam I guess I push farming now since nobody is complaining
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17:20 Zeg9 oh nice, farming in main game :D
17:21 Zeg9 PilzAdam: what about cotton plant and cotton flowers?
17:23 VanessaE Zeg9: I already have a commit to plantlife waiting to go up when he pushed farming through
17:23 VanessaE pushes*
17:23 VanessaE afk
17:24 Zeg9 Oh. /me thought cotton was in default flowers, but now that github loaded I saw it was not...
17:36 * iqualfragile thinks that the similarity to minecraft might get too big…
17:37 * iqualfragile thinks minetest should use the height to create a clear distinction
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18:22 celeron55 iqualfragile: sit down and do it!
18:22 celeron55 except that it will probably conflict with some people's long-time development...
18:28 VanessaE back
18:38 sapier any known issues with formspec mainmenu someone?
18:38 RealBadAngel i had two, but you have them fixed
18:40 sapier :-) ok so if there's no new issue until tomorrow I'm gonna squash it again in preparation of merge
18:40 sapier I'm testing new formspec elements from within game atm it's working quite fine :-)
18:41 RealBadAngel do so, i would like to add some video settings and would love to get them easily added
18:42 sapier I guess I need to add a new formspec element to set fixed size ingame too
18:43 sapier at least for tabs autoscaling formspecs aren't reallly good ... maybe someone has a better idea
18:51 RealBadAngel we will see if its any good when tryin to add new content i guess
18:52 sapier I've just replaced mobf_settings gui by new elements ... have been able to reduce formsize by 50%
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21:40 PilzAdam Taoki, http://forum.minetest.net/viewtopic.php?id=6038
21:40 Taoki Normally, they export the material divived and apply multiple textures in Lua like you do on any block
21:43 sapier model textures are quite special normaly minetest doesn't find them due to path missmatch
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