Time Nick Message 00:39 Hijiri since minetest-mods is for well-maintained mods, does that mean WIP mods shouldn't be applied for to be added? 00:41 Hijiri Also is a mod's description.txt handled specially by minetest? I can't find documentation on it 00:41 Hijiri sofar: ping 00:41 sofar hey 00:42 sofar so if the mod is functional, and you intend to futher improve it, then that's fine for minetest-mods 00:42 Hijiri Alright 00:42 sofar I don't mind it being a bit too rough around the edges :) 00:42 Hijiri What if it's buggy since it's WIP? 00:42 sofar description.txt is used by the mod config screen 00:42 Hijiri and no stable release yet 00:42 Hijiri sofar: Ok, thanks 00:43 sofar depends, does it regularly crash the server, or does some stuff not work yet? 00:43 Hijiri I'm not sure yet, I guess I should test it more first 00:43 sofar :^) 00:43 Hijiri The basic functionality is there, but I'm sure there are cases it would crash the server 00:43 sofar feel free to discuss minetest-mods stuff in #minetest, too, btw 00:43 Hijiri yeah, maybe that would be better 04:13 * sofar replaces cat5e with cat6 04:13 cat5e sofar, but cat5e has more puns! 04:14 sofar you're a twisted pair 04:14 cat5e cat5e, or catse, is better than goatse! 04:34 RealBadAngel http://i.imgur.com/Iy7nVEi.png 04:34 RealBadAngel ssao, here we come :) 04:34 * RealBadAngel yawns 04:34 sofar bed, here he comes 04:35 RealBadAngel ive coded multiple rendering targets, have now screen normal, depth map 04:36 RealBadAngel practically i can now apply any postprocessing effect 04:39 RealBadAngel good news is that, that i cant see FPS regression when rendering to 3 targets at the same time 08:36 RealBadAngel nrzkt, http://i.imgur.com/E0xt5HS.png 08:37 nrzkt RealBadAngel, what should i see ? 08:37 RealBadAngel i do have screen space normal map and depth map 08:38 RealBadAngel key to SSAO and number of other effects 08:41 RealBadAngel up, you can see normals for each visible surface 08:41 RealBadAngel below is scene depth map 11:41 red-001 shouldn't negative damage per second heal the player? 11:44 Calinou yeah, except it doesn't 11:45 Calinou (damage_per_second is unsigned?) 11:55 red-001 sofar you say tnt should use an inverse square root to get block damage? 13:24 dfelinto could someone add a WIP label to this pull request https://github.com/minetest/minetest/pull/3620 ? thanks 15:10 Taoki RealBadAngel: Hi. Any news on the lighting thing please? Curious how that went since last time :) 15:11 Taoki http://i.imgur.com/E0xt5HS.png - So you managed to extract those buffers? That is amazing! Most things should be easily possible from here on. 15:11 sofar dfelinto_afk: if you insert lines starting with " [ ] - to do item" in the description list, it makes checkboxes 15:11 RealBadAngel not really "exctract", had to code rendering to multiple targets 15:11 sofar dfelinto_afk: you can use that to let people know you're still working on parts of the change 15:11 Taoki I assume green is sun light and red is normal lighting? 15:11 * Taoki nods 15:12 RealBadAngel the upper one is screen space normal map, you can see there only normal vectors 15:12 Taoki Cool 15:13 RealBadAngel the lower one is ofc scene depth map 15:13 red-001 did you add new shadows? 15:13 Taoki RealBadAngel: Any thoughts on trying some buffer or volume shadows? 15:13 RealBadAngel its dynamic, rendered together with scene 15:13 red-001 cool 15:13 RealBadAngel not really, im focused now on finishing postprocessing 15:14 RealBadAngel light will have to wait a bit 15:14 Taoki ok. 15:14 RealBadAngel red-001, not yet, i needed those maps in the first place 15:14 RealBadAngel now i need to clean the PP code then i can do some shaders 15:15 RealBadAngel SSAO in the first place 15:15 RealBadAngel then we will have dynamic shadows for everything 15:16 Taoki Awesome! 15:16 RealBadAngel one thing that scares me are all those 3d modes 15:17 RealBadAngel i dont think i can test a single one of them 15:17 Calinou anaglyph should just be removed, nobody uses it 15:17 Calinou it's not 2002 15:17 RealBadAngel they all do mess with rendering 15:17 RealBadAngel and each one in different way 15:18 RealBadAngel btw, they all could be made way easier and faster using shaders and multiple targets propably 15:20 RealBadAngel Calinou, indeed 15:20 RealBadAngel better give mt support for occulus than that 15:22 Calinou most VR devices require proprietary SDKs 15:23 RealBadAngel theres irrlicht library for Occulus 15:24 RealBadAngel anyway, until i get my own, i cant say its useable or not 15:25 RealBadAngel so, by now i wont be touching any 3d modes code, i just cant test anything 15:30 kaadmy RealBadAngel: any screenshots of ssao? is that what you're working on? 15:31 RealBadAngel kaadmy, no screenshots yet, im coding now things needed to make it possible 15:35 red-001 how do you turn anaglyph on? 15:35 red-001 I could be fun... 15:35 Calinou anaglyph is so bad and fake that it makes any game darker than Doom 3 15:35 red-001 lol 15:36 Calinou but so far, nobody got 3D right, which is why VR has so much success... 15:36 Calinou what could be fun to have in Minetest is surround support 15:36 Calinou ie. run Minetest on 3 monitors, with large FOV 15:36 Calinou a few AAA games support this, but almost no FLOSS game does IIRC 15:36 kaadmy splitscreen 3d would be nice 15:36 red-001 that could be nice 15:36 kaadmy heh doom supports 3 monitors 15:37 kaadmy vanilla doom 15:37 Calinou you need an hefty graphics card for this though 15:37 red-001 yeah 15:37 red-001 doom? 15:37 kaadmy srsly, yds 15:37 red-001 like doom 1? 15:37 kaadmy yes* 15:37 kaadmy yep 15:37 sfan5 a few AAA games support this, but almost no FLOSS game does IIRC 15:37 red-001 wow 15:37 sfan5 can't you just make the window larger? 15:37 Calinou I haven't tried, since I don't have 3 monitors :( 15:37 Calinou I'll have 2 soon but since my graphics card does not have 3 outputs, I can only use 2 15:38 sfan5 >not 3 outputs 15:38 sfan5 wat 15:38 Calinou it should be supported both on Windows and GNU/Linux by the way :P 15:38 Calinou sfan5, GTX 570 15:38 kaadmy http://www.chocolate-doom.org/wiki/index.php/Three_screen_mode 15:38 sfan5 mine has 4 15:38 sfan5 2 dvi, 1 hdmi, 1 displayport iirc 15:38 kaadmy ^ kinda hacky, but DOOM WITH 3 MONITORS 15:39 sfan5 Calinou: gtx 950 15:39 Calinou kaadmy, yeah, extremely hacky, it spawns 3 players 15:39 kaadmy yup 15:39 kaadmy was removed in vanilla 1.2 up 15:40 red-001 are two of them hidden somehow? 15:42 kaadmy no idea ;) 15:45 RealBadAngel #3623 15:46 ShadowBot https://github.com/minetest/minetest/issues/3623 -- Multiple render target (MRT) support class by RealBadAngel 15:47 nrzkt RealBadAngel, what is the interest of this class, it's not used. 15:47 RealBadAngel it will be used 15:47 RealBadAngel its a important part of postprocessing 15:48 RealBadAngel SSAO, DOF etc will use it 15:48 nrzkt then add a usage with your PR, i didn't like unused code :p 15:49 RealBadAngel im not sure bout that, plz wait for next related PRs 15:49 RealBadAngel theres shitload more to come 15:50 RealBadAngel next one is going to be even more interesting ;) 15:57 nrzkt maybe combine this code with next using it. The PR seems fine, but without application i cannot tell +1 in MT because it doesn't affect it 16:03 RealBadAngel #3624 16:03 ShadowBot https://github.com/minetest/minetest/issues/3624 -- Include irrPP post processing addon for Irrlicht by RealBadAngel 16:03 RealBadAngel nrzkt, this need some revieving definitely 16:03 RealBadAngel +s 16:04 RealBadAngel nrzkt, i do have way too many complex parts of code to be used to mixed in single commit 16:04 RealBadAngel *to be mixed 16:11 red-001 sofar is this what you meant when you said tnt should use inverse square? https://github.com/red-001/minetest_game/commit/d38f227abf3e6df789ed5af24329d180a30352e4 16:33 sofar red-001: that's not an inverse square :) 16:33 sofar red-001: 1 / (x * x) is inverse square 16:34 sofar although it should be inverse cubed 16:34 sofar 1 / (x*x*x) 16:34 sofar that whole routine is messed up anyway 16:34 red-001 x being? 16:35 sofar distance 16:35 red-001 ohh 16:36 red-001 well that makes sense 16:36 red-001 so it should be inverse distance cubed? 16:37 sofar I mean, physics, I think it attenuates inverse cubed 16:37 sofar hmmm 16:38 sofar no 16:39 sofar I'm wholly mistaken with the cube 16:39 sofar it's inverse square 16:39 sofar 1 / (dist * dist) 16:42 red-001 if I want to add diffirent blast strengths would it be 1/ (d * d) * strength ? 16:42 sofar right. initial intensity is a constant 16:42 sofar strength / ( d * d ) 16:43 red-001 ok 16:43 red-001 making a new PR for this 16:44 red-001 unless you want to add it to your one 16:44 sofar the entity_physics routine is full of errors as well 16:44 red-001 minetest is full of errors 16:44 sofar nah, it's just cobbled up code that doesn't even do what it attempts to do 16:44 sofar if you'd delete all of that, nobody would notice 16:45 red-001 lol 16:45 red-001 I didn't try to read it yet 16:47 red-001 I think you could save the name of the player that activates the tnt as meatdata 16:47 red-001 and use the entity punch 16:47 red-001 that way mobs will attack you if you hurt them with tnt 16:54 sofar you could store the placer in node metadata 16:54 sofar can mesecons activate tnt? 16:57 Hijiri I think so 17:06 sofar yeah, then you want to store the placer. If you can determine the lighter later, you use that, but if not, use the placer :) 17:16 red-001 maybe 17:16 red-001 yes storing the placer would be good too 17:17 red-001 and make sure there is a fallback that doesn't use punch 17:44 sofar yet another github bugreport filed 17:53 red-001 sofar game#809 17:53 ShadowBot https://github.com/minetest/minetest_game/issues/809 -- Fix TNT mod not calculating blast intensity. by red-001 17:54 red-001 thanks for the help 23:02 Taoki RealBadAngel: Any new screenshots to share, from both postprocessing and new lighting? They seem to be advancing so fast, I'm uncontrollably wondering what is there now :D 23:03 RealBadAngel a few last hours nothing advanced. i was sleeping ;) 23:03 Taoki Speaking of DoF: As long as you have the depth buffer, it should literally take a few couple of minutes to add that in. As you basically blur the final render with the z-buffer :) 23:03 Taoki Ahh, ok ^^ 23:05 RealBadAngel DOF will be in fact easy to add, but i need to cleanup the code first 23:05 RealBadAngel in day or two, there will be a branch with my current work aviable 23:07 RealBadAngel so you will be able to test some stuff 23:07 Taoki Awesome 23:08 Fixer hmm 23:08 Fixer i will test it on later stage (to not beg too much about win binaries from sfan or krock)