Time Nick Message 00:00 RealBadAngel nodes cant have animations, entities can 00:01 RealBadAngel sofar, have you checked my concrete posts mod? 00:02 sofar you showed me a video 00:03 thePalindrome Would animated nodes be feasible at all, or at least some way to fudge it with an entity? 00:04 RealBadAngel sofar, please do try it, its a part of technic 00:04 Soni animated nodes? 00:04 Soni as in textures? 00:04 thePalindrome As in a dynamic mesh 00:04 RealBadAngel one thing that differs that kind of fences it comes with platforms, merged into them 00:05 Soni oh 00:05 thePalindrome Thinking about it, it would be rather difficult to do properly 00:05 RealBadAngel so youre able to make monorail tracks for example 00:05 sofar have anode spawn an entity 00:06 Soni add node entities, they aren't full-blown entities but they're not simple nodes either 00:06 thePalindrome Figured, just was hoping I wouldn't have to manually futz with the colission/rendering boxes 00:06 sofar RealBadAngel: monorail tracks should be possible already with this 00:06 RealBadAngel hold on a sec 00:06 RealBadAngel http://i.imgur.com/4Y1BJbe.png 00:11 RealBadAngel or http://i.imgur.com/oXWm6q5.png 00:13 RealBadAngel thePalindrome, theres a mod that adds animated chests for example 00:14 RealBadAngel or item pedestals, with animated, rotating item 00:14 Hijiri RealBadAngel: Can entities have animated meshes in 0.4.13? My lua api file says that only static meshes are implemented 00:14 Hijiri oh 00:14 Hijiri that is for tiles 00:14 RealBadAngel animation for textures != animation of skeletal body for meshes 00:15 Hijiri sorry, I don't know where I got "tiles" 00:15 Hijiri It doesn't say anything about tiles in the section I was looking at 00:15 Hijiri But it was talking about node meshes 00:15 RealBadAngel tiles are texture definitions 00:16 RealBadAngel regular node has 6 of them, up down NESW 00:16 Hijiri actually I see where I got tiles 00:16 Hijiri the section mentioned "tiles", but I just glossed over and I didn't read what it was talking about 00:16 Hijiri it is just the materials texture for the mesh 00:16 sofar RealBadAngel: yeah, I think the current code can already make pillars like that 00:16 RealBadAngel mesh, usually have one "tile" that holds all the texture parts in one file 00:16 Hijiri I know about tiles in general 00:17 RealBadAngel uv mapped in blender for example 00:17 Hijiri I just misread something 00:17 RealBadAngel sofar, point there is adding a platform 00:17 sofar the platform can just be fixed 00:17 RealBadAngel kinda similiar thingy to junction 00:18 sofar platform and pillar, 2 fixed nodes 00:18 sofar boxes 00:18 RealBadAngel if param2 is set add extra thing 00:18 RealBadAngel like mentioned platform 00:18 RealBadAngel ive made similiar thing with glasslike framed 00:18 sofar never thought of using param2 00:19 RealBadAngel param2 controls there volume level of interior volume 00:19 sofar not for NODEBOX_CONNECTED 00:20 RealBadAngel http://i.imgur.com/zRbg6rD.png 00:22 RealBadAngel just an idea, param2 usage and triggering extra addition to regular set of nodeboxes can make this drawtype even more flexible 00:22 RealBadAngel that could control junctions, platforms or whatever 00:24 RealBadAngel in fact, engine logic dont have to determine usage of that extra box, just check param2 instead 00:24 RealBadAngel mods could set/reset it 00:38 RealBadAngel sofar, but nvm, i guess such thing could be added later on 00:38 RealBadAngel better polish it as it is now 01:34 RealBadAngel shit, ive kicked the power button lmao 01:35 RealBadAngel half an hour of work went into code's heaven ;) 02:05 sofar damn, how do I get a handle to map in mapnode.cpp? 02:11 RealBadAngel you want to read the map while creating the mesh? 02:13 RealBadAngel meshes are created in separate thread, != main, you cant have direct access to the map 02:13 sofar I'm just moving some code around into a function 02:14 RealBadAngel thats why mapblock mesh code copies blocks to vmanip in the first place 02:14 sofar there's no threading issues in there 02:14 sofar this is just to get the v3s16's of all the nodeboxes 02:14 sofar getNodeboxes() needs to look at adjacent map nodes 02:14 RealBadAngel so you need just the handle? 02:15 sofar I used to have it right outside the function call 02:15 sofar yes, just need a handle to Map 02:15 RealBadAngel hold on 02:15 sofar can I get it from nodemgr? 02:15 sofar static std::vector transformNodeBox 02:15 sofar in there 02:15 RealBadAngel Map & getMap() { return m_env->getMap(); } 02:15 RealBadAngel thats in server 02:16 sofar m_env, hmmmm 02:16 sofar dinner time, afk 02:19 RealBadAngel http://i.imgur.com/OndtvCp.png 02:20 RealBadAngel yikes! almost complete, itemimagebuttons are also showing meshes 02:22 sofar uh so, how do I get a handle to server? lol 02:23 sofar ugh I should just pass in Map 02:23 RealBadAngel 80 (item image buttons) + 32 main inventory + 9 crafting + a few more, over 120 meshes in total 02:23 RealBadAngel switching to next page is just a blink, no preload needed 02:24 RealBadAngel good old preload_item_visuals can R.I.P 02:26 RealBadAngel sofar, youre doing that only on client side, right? 02:26 sofar yes 02:26 sofar that's all client stuff 02:26 RealBadAngel client does have m_env 02:26 sofar it has a map 02:26 RealBadAngel void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent) 02:26 RealBadAngel { 02:26 RealBadAngel MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p); 02:26 sofar both in collision.cpp and content_mapblock.cpp from where I call getNodeboxes() 02:26 RealBadAngel so you should be able to access it directly 02:27 sofar I just hate passing in 25 things 02:31 sofar crud, argh, grrrr 02:32 sofar this type of review comments turn something simple into hocus pocus 02:35 RealBadAngel ;) 02:36 RealBadAngel having methods aviable somwhere is sometimes pain in the ass 02:36 sofar yeah I'm thinking I need to method this not in mapnode, but in map 02:36 sofar of course none of this compiles or works anymore 02:36 sofar it's a fucking mess 02:37 RealBadAngel at such stage is just shut up and pass what i need ;) 02:38 sofar I can't seem to accomplish just that 02:38 sofar fuck it I'm reverting the lot and seeing if it at least works again 02:40 sofar alright, at least that works again 02:40 * sofar & headache now 02:40 sofar break time 02:42 RealBadAngel takin a short break is usually fastest way to solve the problem 02:43 RealBadAngel you usually get calm down and look at the problem again, easily finding a solution 02:44 RealBadAngel for example, i do have several hundreds of registered nodes now 02:45 RealBadAngel and ONLY mese lamp is not showing properly (as mesh) in inventories 02:53 RealBadAngel why the duck, meselamp is glasslike drawtype?? 02:56 kaadmy isn't it a non-ransparent nodebox? 03:01 RealBadAngel http://pastie.org/10688395 03:01 RealBadAngel its a damn solid node 03:10 Skyduskguy is there anyway to draw a collision box based on the obj file? 03:18 RealBadAngel collision boxes are defined same way as nodeboxes 03:18 RealBadAngel if you need a collision box for your custom mesh, you shall define it 04:10 paramat will merge 3558 after checks complete 04:42 paramat travis build is misbehaving but compiles for me so now merging 04:47 paramat merged 05:03 paramat now merging 3508 05:12 paramat merged, now we have 7 mapgens 07:31 sofar hmm, I shouldn't have to rebase just yet, but I want to test the new mapgen :) 11:02 Taoki So any news as to when the 3D plants and spinning inventory items will be in? Quite eager to be seeing these :) 15:28 RealBadAngel damn, its cloneMesh that introduces those nans and other weird values for vertices 15:29 RealBadAngel i afraid we will have to redo alll mesh manipulation routines 15:36 kaeza a 15:36 kaeza oops 16:36 Megaf todo, remove all shaders and meshes from my fork :P 16:50 RealBadAngel Megaf, you wanna go back to c64 times or what? 16:51 est31 well idk, if we had extruded plantlike it would perhaps been used more often than meshes 16:52 est31 and we could disable meshes 16:52 RealBadAngel we cant "disable" meshes, its native irrlicht format to display anything 16:52 est31 you know what I mean 16:53 est31 meshnodes with a provided model 16:53 est31 nodebox is cool 16:53 est31 probably it can be made more discrete 16:53 RealBadAngel yeah? texture it 16:53 est31 eg 1/16th of a node 16:53 RealBadAngel i made that for plants 16:54 RealBadAngel it was rejected 16:54 est31 not by me :) 16:54 RealBadAngel propably core minetest will become dumb and cut from any gfx 16:55 RealBadAngel definitely i will publish all my code within separate fork 16:55 Fixer !tell paramat tried git with valleys, started underwater, seed is 1504251439609839835 16:55 ShadowBot Fixer: O.K. 16:55 RealBadAngel i wanna play modern game after all 16:56 RealBadAngel atm we do have 7 mapgens and no modern lighting ;) 16:56 RealBadAngel maybe with 20 onboard mt will be mature enough to merge some modern stuff ;) 16:57 RealBadAngel i can just bet that mojang and m$ and sitting and laughing at what we do 16:57 RealBadAngel taking steps back 16:58 RealBadAngel but i cant discuss with "the spirit" lol 16:58 est31 the thing with "modern lighting" is that it doesn't work well with minetest's design of only partially loading the map 16:58 Fixer RealBadAngel, please fix texture tear problem (at least) 16:58 est31 e.g. if you build a house and its dark inside and the roof isn't loaded, you don't want to have light inside 16:59 RealBadAngel Fixer, fix irrlicht and drivers 16:59 * Fixer facedesks 16:59 RealBadAngel we are still allowing to use custom and faulty irr 17:00 RealBadAngel nrzkt merged 1.9 into codebase 17:00 RealBadAngel there are no such issues 17:00 est31 bc it has no users :) 17:00 RealBadAngel dont you get it? keeping to many years old soft will be causing such issues 17:01 RealBadAngel like 15 years old shaders specification 17:01 nrzkt RealBadAngel, i didn't merged all 1.9, only commits from 1.8.4 to feb 2014 17:01 RealBadAngel well, pretty close to that 17:01 nrzkt there is a bug with current irrlicht master crashing client with some MT textures 17:03 RealBadAngel original mt can stay compatible with intels and 15 yrs old machines 17:03 RealBadAngel but i wont be developing code for that at all 17:04 RealBadAngel that has gone too far 17:04 RealBadAngel endless compability is causing way more harm than good 17:04 RealBadAngel if something is good for everthing, probably its worth shit 17:05 RealBadAngel and wont work as fast as designed to use the specified standards and enviroment 17:06 est31 RealBadAngel, feel free to go into a corner and write a fast and modern renderer for minetest, without irrlicht, using the shader lang version you like most 17:06 est31 perhaps you'll find users who like it 17:06 RealBadAngel est31, youre wrong to the bone 17:06 RealBadAngel get a copy of BuildAWorld 17:06 hmmmm lol BAW 17:06 RealBadAngel and see what irrlicht is capable for 17:06 hmmmm BAW is all eye candy and no substance 17:07 RealBadAngel im not talking bout content 17:07 est31 RealBadAngel, then implement it in irrlicht 17:07 RealBadAngel wut? 17:07 RealBadAngel it irrlicht 17:07 RealBadAngel *its 17:08 RealBadAngel they havent "implemented" anything 17:08 hmmmm Build-A-World is a very highly customized version of Irrlicht as I understand 17:08 RealBadAngel we dont know for sure, its closed source 17:08 hmmmm but anyway 17:08 hmmmm RBA you seem to value eye candy above all else 17:08 RealBadAngel not always 17:09 hmmmm but that approach is dragging minetest down for anybody who doesn't necessarily want all that 17:09 RealBadAngel the code im working on atm is kinda different 17:09 RealBadAngel using meshes makes game less resource demanding and in the long run faster 17:09 hmmmm endless FPS regressions for the sake of some neat effects with full shaders activated and texture bumpmapping and so on 17:10 est31 there was only one wasnt there 17:10 hmmmm i welcome your changes, or anybody's changes that improve graphics, as long as it doesn't cause a regression or introduce bugginess/unmaintainability 17:10 RealBadAngel hmmm, ive removed now preloading item visuals, and generating them 17:10 RealBadAngel and guess what, inventories are faster 17:11 RealBadAngel they come now with eyecandies just as side effects only 17:11 hmmmm in any case I've never seen anybody complain that an application is still compatible with an older version, but on the other hand I've seen lots of anger with cases of the opposite 17:12 RealBadAngel hmmmm, we will check this measuring ram usage etc 17:12 RealBadAngel but i can just clearly see, theres no waiting for next inventory page 17:13 RealBadAngel and if there are no textures made just for sake of inventory, it means saving lotsa ram 17:13 RealBadAngel especially in case of dreambuilder like games and hdx 17:16 RealBadAngel also, i dont quite understand why im blamed for effects are using CPU or GPU time 17:16 RealBadAngel you would like to get a coder that will develop GFX that doesnt take any computing power? 17:16 hmmmm the 25% FPS regression? 17:16 RealBadAngel look for one at Howghwarth 17:17 hmmmm and what does that 25% regression give to users? the ability to use bumpmapping if they choose to enable that, or something? 17:17 RealBadAngel paramat effectively disabled it 17:17 RealBadAngel so youre free to trash it 17:17 RealBadAngel i wont be crying 17:17 RealBadAngel but you wont get lighting and other stuff without it 17:18 RealBadAngel and that 25% regression is highly questionable 17:18 RealBadAngel because i do get exactly opposite 17:19 RealBadAngel hmmmm, btw how do you want to play with your modern gpu on freebsd when there are no proper drivers for it? 17:19 hmmmm "Works on My Machine" stamp of approval 17:20 hmmmm lol 17:20 RealBadAngel that was a mystery for me, your "im staring at the wall, seing 5 fps" 17:20 hmmmm the nvidia driver is plenty proper. it's not my os that's the problem, it's the sucky code. 17:20 RealBadAngel youre using server distro for gaming 17:20 hmmmm many others have problems just as much 17:20 RealBadAngel no more comments 17:20 hmmmm absolutely irrelevant 17:21 Fixer I have texture tear problem on my gaming machine, horribly affect look of the game 17:21 RealBadAngel yeah? get radeon drivers for your freebsd 17:21 RealBadAngel and you want us to support freebsd? 17:21 RealBadAngel lol 17:21 hmmmm FreeBSD is supported 17:22 hmmmm we should be supporting more OSes to be honest 17:22 Calinou BSD support is important for server, but for client, probably not 17:22 Calinou BSD desktop is really stagnating 17:22 Fixer there was BSD server? oh come on 17:22 Calinou hmmmm, Android/iOS are the operating systems to support, probably not BSD 17:22 RealBadAngel freebsd is completely not supported 17:22 hmmmm uhm, yes it is supported. 17:22 RealBadAngel there are no proper GPU drivers for it 17:22 hmmmm end of discussion. 17:22 RealBadAngel for me too 17:22 est31 there are no proper GPU drivers for any OS, if its opengl 17:23 Calinou actually, the free drivers are ported to FreeBSD as well 17:23 Calinou but they lag behind 17:23 Calinou the NVIDIA blob is available for it as well 17:23 hmmmm I don't even understand this conversation 17:23 est31 me neither 17:23 hmmmm why are you arguing that FreeBSD shouldn't be supported all of a sudden 17:23 hmmmm this is completely, totally, 100% irrelevant 17:23 * est31 tries to do something more productive 17:23 est31 bye! 17:23 hmmmm you're just trying to make minetest even more limited 17:24 hmmmm look, game development is hard. I get that. rise to the challenge instead of bringing everybody else down to your level. 17:24 RealBadAngel me too, off to coding 17:24 hmmmm just because you are incompetent doesn't mean the rest of the MT community needs to be as well 18:01 nrzkt Fixer, yes there was BSD servers 18:01 nrzkt Appletree on the serverlist and tuxsrv.fr are FreeBSD servers 18:01 nrzkt and i agree with hmmmm about supporting FreeBSD 18:15 sofar nrzkt: ack on passing &boxes 18:15 Fixer new valley mapgen is amazing 18:15 sofar nrzkt: ack on using `switch` 18:16 sofar nrzkt: but ummmm, last time I did function pointers was 8 years ago and in C, not C++ 18:18 sofar nrzkt: do you agree with me on the ordering issue though? 18:18 * sofar grabs some tea 18:46 exio4 hmmmm: they probably want systemd support, don't they? 18:46 sofar ghegheghe 18:47 hmmmm lol 18:47 sofar systemd support in minetest? 18:47 sofar I can add that! 18:47 hmmmm honestly I think we should be supporting more OSes 18:47 sofar how about I make minetest socket activated? 18:47 hmmmm I've heard reports of people playing minetest on OpenBSD 18:47 sofar fancy bootchart graphs! 18:47 hmmmm NetBSD is a low hanging piece of fruit too 18:48 sofar (fyi no issues with making minetest working on the bsd's) 18:48 hmmmm Solaris shouldn't be too hard to add support for, either, and it is very playable since there's the nvidia driver for solaris 18:48 exio4 add systemd support, minetest randomly crashes when available for a complete user experience 18:48 hmmmm the only problem is when you get to the more exotic OSes like HP-UX/AIX/etc. 18:49 hmmmm I don't have total confidence in even a clean compile on those platforms, though I do strive to support them 18:50 sofar exio4: tbh for a daemon there's no reason to code anything up to support minetest 18:50 sofar exio4: sd_notify() would be the only thing, and that is maybe 20 lines of code that can be #ifdef'd out easily 18:51 exio4 sofar: #if 0 will do the trick 18:51 sofar oh come on, chill 18:52 sofar I've got too many PR's pending to even bother wasting my time on that 18:52 sofar but it's clear you're a systemd hater 18:54 sofar and like I said, I'm not going to submit code that would make minetest no longer work on *bsd's 18:54 sofar I'd rather get this connected nodeboxes patch accepted :) 18:54 sfan5 let's require systemd 18:55 sofar that's about as bad as requiring apt-get 18:55 sfan5 i'd rather require pacman 18:56 sofar I use archlinux (and others), but I'd still object to that 18:56 sofar that would just be poor packaging 18:57 sofar the same way I shudder at release tarballs that have a .spec file inside of them, or a /debian/ folder 19:23 Fixer !tell paramat Y=63 shadow bug is also present on valleys 19:23 ShadowBot Fixer: O.K. 19:48 Nocx so this is where coders come for help with mod problems right? 19:49 Hijiri this channel is about the engine 19:49 Hijiri sometimes I ask mod questions though 19:49 Hijiri if it is a question I can justify to myself as somewhat relevant 19:50 Hijiri Nocx is more open to mod help 19:50 Hijiri sorry 19:50 Hijiri #minetest 19:50 Hijiri I meant 19:51 Nocx Did anyone else see: "Nocx is more open to mod help " because I just did 19:52 Hijiri yes, I wrote that 19:52 Hijiri then corrected myself 19:53 Nocx ok 19:56 Nocx well on the basic channel it says go to "#minetest-dev" for codding stuff 19:56 Nocx *coding 20:51 Fixer when inside in cloud -> it turns transperent 20:56 kaadmy yeah backface culling 21:03 Fixer guh 21:04 Fixer why not just add stupid dirty hack -> when in cloud, add fog of that colour %) 21:53 sofar Fixer: there are verious fog improvements that could be done... 22:08 Fixer sofar, i'm playing valleys mapgen at the moment, caves are wonderful, but liquid over ignore bug ruins the fun with lava and water 22:08 sofar tough bugs to beat 22:09 Fixer lots of hanging lava in air in caves 22:09 Fixer and water, by activating them things are going much nicer 22:11 Skyduskguy what was the reference for all the lua stuff hmm 22:11 Skyduskguy not the api, its liek the methods but better then the wiki 22:15 Skyduskguy it might have been the api but nicely formatted 22:16 Skyduskguy ok i found it http://rubenwardy.com/minetest_modding_book/lua_api.html 23:00 sofar how large is a mapblock again? it's 5x16 right? 23:03 kaadmy yep 23:03 kaadmy 80x80x80 23:03 sofar ok thanks 23:04 sofar I had to test something across mapblock boundaries 23:17 RealBadAngel kahrl, here? 23:17 RealBadAngel hmmmm ? 23:18 RealBadAngel that code is wrong, https://github.com/minetest/minetest/blob/master/src/mesh.cpp#L113 23:18 RealBadAngel it works correctly only for vertices video::EVT_STANDARD 23:19 RealBadAngel when you use that trick on other type of vertices we do get fucked up coords 23:20 RealBadAngel lotsa NANs or very small values 23:21 RealBadAngel affected are almost all our mesh manipulators 23:49 Fixer interesting, singleplayer has lots of annoying stutters, so I've started dedicated server and connected client on the same PC and it still has lots of stutters