Time Nick Message 00:00 rubenwardy well, I best head off o/ 00:01 benrob0329 alright, bye! 00:49 octacian How do I change an entities speed? I assume it's related to velocity, but can't figure it out 00:51 octacian ATM, I'm calculating velocity by subtracting the entity position from the player position 00:54 Jordach ~tell rubenwardy http://i.imgur.com/WzCgrhg.png 00:54 ShadowBot Jordach: O.K. 00:54 octacian sofar: IK you know how, so are you around? xD 00:54 Jordach benrob0329, red-001, ^ 00:54 octacian Jordach: you messing with a tab-less menu? 00:54 Jordach yeeeep 00:54 Jordach it actually is a single tab 00:54 Jordach but 00:55 octacian Cause I've been working on the exact same thing :rotfl: 00:55 Jordach it's not mentioned 00:55 Jordach fstk requires at least 1 tab in the tree to function 00:55 octacian hmmm, Interesting. Might be best to just rewrite fstk. 00:55 Jordach don 00:55 Jordach t 00:55 octacian Why not? 00:55 Jordach it's horrible 00:55 Jordach trust. me. 00:56 octacian So... That mean it should be rewritten :P 00:56 benrob0329 ^^^ 00:58 Jordach might be easier to write a launcher in all honesty 00:58 octacian That was the method I was going for though. 00:58 Jordach https://www.tcl.tk/about/language.html 00:58 octacian I'd personally like to just improve the current "launcher." 00:58 benrob0329 Jordach: not tk 00:59 benrob0329 Anything but tk 00:59 Jordach Tcl is a good language 00:59 benrob0329 Yes, but not popular enough to have good libraries 00:59 Jordach don't need libraries for a launcher, benrob0329 00:59 Jordach might just write a neat launcher in Python 01:00 Jordach intergrated support for a console within it 01:00 benrob0329 Besides, a c++ launcher is easier to bundle 01:00 octacian I dunno, I was working on a launcher a bit back with Electron, but besides issues with using Electron in the first place, it'd be better to just improve the MT main menu 01:00 Jordach >electron 01:00 * Jordach looks at discord 01:00 * octacian is currently speaking with a friend on Discord :P 01:01 octacian No, really though. With some improvements to core, anything that we'd want to do on a launcher could be done right on the main menu. 01:01 octacian Did I scare him away? O_o 01:01 octacian :rotfl: 01:01 benrob0329 Updating would be hard 01:01 octacian Yes, but I think it would be worth it. 01:02 benrob0329 As well as managing different versions 01:02 octacian Again, yes it would. But whatever we do it should be in the same formspec-style as MT's main menu is currently. 01:03 benrob0329 formspecs look ugly tbh 01:03 octacian And again, it might quite possibly be worth just writing it for the current main menu. 01:03 benrob0329 And need to be replaced 01:03 octacian Very true, but it should keep in the same style or be a precursor to a new formspec style. 01:03 benrob0329 It should be similar, but better 01:04 octacian Well, I'm all for the idea. 01:04 octacian Cause it is true that version management in current core would be incredibly hard. 01:05 benrob0329 imgui ftw 01:05 octacian imgui? 01:06 benrob0329 Yeah, C++ immediate mode gui 01:06 benrob0329 Its pretty much dead simple, but extremely flexible 01:06 octacian Ah, I see. 01:06 benrob0329 And would be much, much better than current formspecs 01:07 benrob0329 Because they are based on functions and if statement (aka if button was pressed, do __) 01:07 benrob0329 They can be dynamic 01:08 benrob0329 https://github.com/ocornut/imgui/ 01:19 octacian paramat: What things in the noise parameters of my decoration registration should I change when the decoration is packed too tightly together. 01:23 paramat 'offset' and 'scale', which are 1st and 2nd numbers 01:24 octacian hmm OK. 01:24 octacian So, if I make those number less they won't be packed as thickly? 01:26 octacian paramat: ^ 01:27 paramat the noise value is 'number of decorations placed per surface node'. offset is the average value, scale is the typical variation either side. for areas of no decorations you can let the noise value fall below 0 01:27 benrob0329 ugg, the foam for my mic arm came off 01:27 benrob0329 so i walked in to a mic + mound resting on the floor 01:30 paramat so the noise value should be <=1. if offset = 0 then there will be equal areas of world with and without decos 01:31 octacian huh, OK. I'll experiment a bit. I'm still vary new to noise in general though. 01:31 paramat dense jungle trees are fixed at 0.1, 1 tree per 10 surface nodes 01:33 octacian paramat: What defines the per 10 nodes? The fact that the 1 is in the tens place? 01:34 octacian Ohk, so that's when using fill_ratio 01:39 paramat fill ratio is what you use when you want a fixed value, when you use noise you are getting a variable fill ratio 01:39 octacian Yes, that's what I noticed. 01:40 paramat if you want 1 deco per 10 nodes, then fill ratio = 'decos per node' = 1 / 10 = 0.1 01:40 octacian Makes sense. 01:41 octacian OK, got fill_ratio working satisfactorily, now will attempt to do the same with noise as I'd like variable fill 01:41 octacian ended up doing fill_ratio = 0.01 (oak tree decoration) 01:51 paramat yeah 1 per 100 so 1 per 10x10 nodes 01:51 octacian 0.03 seems perfect :D 01:51 octacian One thing I'm noticing though, even with fill_ratio the decoration placement is variable 01:52 paramat yes, randomness 01:52 paramat but the average is 'fill ratio' 01:52 octacian hmm, OK. So I could theoretically place all my tree decoration with fill_ratio xD 01:53 paramat hang on, hmm 01:53 paramat are you using fill ratio and a noise? 01:53 octacian just fill_ratio 01:53 paramat ok fine 01:54 octacian If it's worthwhile though, I'll make a point of learning more about noise before implementing rest of decorations for my subgame 01:54 paramat but you'll get a constant tree density throughout the biome 01:55 paramat the 'mapgen questions thread' has a lot of useful info, and explains noise 01:55 paramat somewhere 01:55 octacian Link? I had one sometime ago, lost it though. 01:56 octacian Guess I'll be able to find it again though :D 02:03 paramat well it's easy. 0.03 seems perfect, so say you want a little variation either side of 0.03? use offset = 0.03 scale = 0.01 02:03 paramat then fill ratio varies from 0.02 to 0.04 02:06 paramat it's a sticky in modding discussion 02:06 paramat the 3 numbers in brackets (200, 200, 200) is the 'spread', the scale of variation in nodes 02:07 paramat so the dense areas will be of max size 200 very roughly 02:08 paramat 'spread' is the rough scale of fill ratio variation 02:09 paramat in nodes, make sure all 3 numbers are the same 03:25 Sokomine er. something seems to be quite broken with the recent version of mt. was just on a server and didn't manage to walk through a 2 node high walk, didn't manage to walk up stairs or anything else half a node high, didn't manage to walk over a ladder (perhaps related to the 2 node high scenario) 03:27 paramat yes these are being fixed 03:28 paramat https://github.com/minetest/minetest/pull/5715 is merged 03:29 paramat https://github.com/minetest/minetest/pull/5724 i will merge v. soon 03:30 Sokomine yes. saw something adressing that in the git log. but: what is mentionned in that pull request is what i'm experiencing now...and that's already merged and compiled in? or is it a fix for the fix? 03:32 paramat what commit are you on? 03:33 paramat the server you were on may not have the fixing commit 03:33 Sokomine c1b3ed4180dea16e2fa77663a7d2bf155595dd60 current git 03:33 paramat master has fixed walking through 2 node high spaces 03:33 Sokomine that is very likely, yes. most servers will not 03:34 paramat yes it's serverside 03:34 Sokomine that hometown server allowed me to climb stairs and slabs again. doors still proved obstacles i cannot pass anymore 03:35 paramat some PRs were merged on Sat that actually had problems, i've been cleaning up the mess overnight :] 03:36 Sokomine ah. thank you :-) 03:36 Sokomine errors can happen easily. thanks for fixing them and doing all the work! 03:36 Sokomine just write somewhere please that the current version is - just right now - not a particulary good idea :-) (surprisingly often it is) 03:37 paramat well master will be completely fixed (by #5724) in 1 hour after i eat 03:38 Sokomine ah. that's quick :-) won't be able to test then 04:52 octacian How do I change an entity's speed? I've already set_velocity, but still can't get speed working. 04:52 octacian I'd like it to go around twice as fast as it currently is towards the player. 07:22 tenplus1 hi folks 07:46 tenplus1 Hoppers mod updated to use new animated chest inventories : github.com/tenplus1/hopper 07:49 tenplus1 hi amaz 07:51 Amaz Hi ten :) 07:52 * tenplus1 is very annoyed with animated chest addition... it breaks a lot 07:53 nerzhul tenplus1, i agree, it's hacky, because it's a server side cheat shit due to the lack of core engine interaction with client, we should just spot that 07:53 nerzhul stop* 07:54 tenplus1 personally I'd remove it and bring back the old chest 07:54 nerzhul like knockback, like armors, it's standard features which should be added to core and properly dispatched to client, with optimized ways 07:54 nerzhul having an opening animation make sense, but just send the client which animation to play on which node seems lgtm more than this hack 07:55 tenplus1 also WHY was inventory name changed from 'main' to 'default:chest' ??? that in itself breaks many mods 07:55 nerzhul oh ? 07:55 tenplus1 the lbm changes everything over 07:56 tenplus1 and mods like hoppers dont work anymore... had to patch that 07:56 tenplus1 am starting to feel as if the animated chest pull wasn't thought through fully and how it would affect current worlds and mods 08:06 tenplus1 fire redo updated to allow for new chest drops on_burn 08:12 tenplus1 https://github.com/minetest/minetest_game/pull/1730 09:10 shivajiva Morning folks :) 09:10 tenplus1 hi shiva 09:10 shivajiva Hi tenplus1 09:11 shivajiva does the project have backwards compatibility or is it tenuous dependant on who wants what? 09:12 tenplus1 huh ? 09:12 nerzhul shivajiva, can you be more precise ? 09:13 shivajiva just wondered what the ethos was with changes that break mods 09:14 tenplus1 changes should never break current worlds or mods without adding the facility for backwards compatibiltiy 09:15 tenplus1 already doors, grass spreading and now chests has messed up compatibility with changes being added to fix them after the fact 09:15 shivajiva yea that's what I'd noticed 09:16 shivajiva got me to wondering what the rules were :) 09:19 tenplus1 I feel that big changes like this shoudl have a poll in the forums for players to agree on as well as devs in git... 09:20 tenplus1 Q. Does everyone want animated chests in-game? (yes, no, dont care) 09:22 Amaz A. Couldn't care less. (But not at the expense of breaking mods) 09:22 shivajiva seems worth asking so there is an awareness of potential changes and a wider consensus 09:23 Amaz Yup 09:23 shivajiva I managed to break my build last night, patched the visual slide on my current and now it doesn't find world or game :/ 09:25 shivajiva how can a few changes produce that, compiled with the same command as last time, did I miss something 09:25 tenplus1 visual slide ? 09:25 shivajiva the code from #5622 09:26 Amaz Did you make a mistake on the cmake flags or something? 09:26 tenplus1 oh the detach thing 09:26 Amaz Mainly RUN_IN_PLACE can cause problems like that. 09:26 shivajiva didn't touch anything, same compile command 09:27 Amaz Hm, no idea 09:27 shivajiva but it is a run_in_place build same as before 09:27 Amaz Hmmm, no idea 09:28 nerzhul i think MT game should use polls sometimes, but i'm not a MT_game dev :) 09:28 nerzhul like i did for auto save the screen size 09:28 tenplus1 the thing that annoys me is that the chest inventory name was changed... there was no reason to do that... it breaks so many things... 09:29 tenplus1 why change 'main' to 'default:chest' 09:30 shivajiva I shifted to run in place to test 0.4.15 dev and everything worked fine till this compile...weird 09:30 shivajiva Idk tenplus1 it makes no sense 09:33 tenplus1 so now anything that transfers to and from chests are essentially broken... that's a lot of mods 09:34 shivajiva I do know main didn't make sense on the first read, it wasn't intuitive but I accepted that's what I needed to use so no more thought was given 09:34 tenplus1 any container I've seen uses 'main' to hold items... 'src' for working nodes and 'dst' as output... 09:51 tenplus1 sofar: you there ? 10:32 tenplus1 hi fixer 11:01 tenplus1 hi rubenwardy 11:02 rubenwardy hey 11:25 tenplus1 what's new ? 11:26 rubenwardy submitted a massive piece of coursework 25 minutes ago 11:26 rubenwardy closed a tab at each strike of the bell (12 noon) 11:26 tenplus1 oof, hope it goes down well :P 11:26 rubenwardy then plus some 11:45 Calinou hi 11:45 Calinou was checking my XonStats profile 11:45 Calinou http://stats.xonotic.org/player/1370 11:45 Calinou I spent 15 full days on ranked Xonotic servers :D 11:45 Calinou (but in ~5 years) 11:46 Calinou that doesn't count servers not in stats, I spent lots of time on them too 11:46 Calinou http://stats.xonotic.org/server/11049 11:46 Calinou also, I see my own server in the stats 11:52 nerzhul precise stats, it's nice :p 11:52 tenplus1 https://github.com/minetest/minetest_game/pull/1731 11:59 Calinou nerzhul: yeah, we had XonStats since 2011 11:59 Calinou it does the job well 12:22 tenplus1 hi Jordach 12:32 tenplus1 hi CWz 12:33 CWz Hey mr 11 12:33 tenplus1 https://github.com/minetest/minetest_game/pull/1731 12:34 tenplus1 hi robbie 12:36 RobbieF Good morning tenplus1 - how you been? 12:36 tenplus1 stressed but ok 12:36 tenplus1 you ? 12:38 RobbieF aww, everything okay? 12:38 tenplus1 I'm fine, it's the latest minetest release with some issues that need fixed... compatibility is an issue 12:39 RobbieF Yeah I had a bit of a stressful weekend, but managing. We were out in our family van and the brakes stopped working all of a sudden... push to the floor and no brakes. 12:39 RobbieF oh is there a new MT version? 12:39 tenplus1 ouch, hope you got em sorted dude... 12:39 tenplus1 latest dev build has broken chests 12:39 tenplus1 many mods wont work with new default chests... a revert is needed 12:39 RobbieF We're scrapping the van. Left it on the side of the road and thankfully were able to stop safely (thanks to an incline) 12:39 RobbieF so now have to deal with suddenly having to buy a van 12:39 tenplus1 glad to hear dude... get a new one with nintendo paint job :P 12:39 RobbieF thanks for the heads up re. chests 12:40 RobbieF that's no good 12:40 VanessaE collision boxes are broken in clients as well 12:40 RobbieF ha, yes that's where I'll sink my money :D 12:40 tenplus1 that was my next line Vanessa :))) 12:40 VanessaE ninja'd :) 12:40 tenplus1 heh 12:40 RobbieF We'll be looking at a reasonably new (3 years or so) van with whatever color it comes in :p 12:40 tenplus1 hope you find a good one dude 12:41 RobbieF Thanks 12:41 VanessaE 3 years? jeez, my car is 25 years old 12:42 RobbieF ha 12:42 RobbieF yeah our van is nearly 20 12:42 tenplus1 https://github.com/minetest/minetest_game/pull/1731 12:42 RobbieF But want to buy one "nearly new" so we can hopefully have it paid off before it starts needing anything serious 12:42 VanessaE btw next time the brakes die on a vehicle, use the parking brake. it's cable-operated on most cars and is separate from the main system. 12:43 tenplus1 or flintstones it :D 12:43 RobbieF good to know V, thanks 12:43 RobbieF I'm sure I'd have started slamming down on things in a panic if it weren't for the hill :P 12:43 VanessaE they don't have much stopping power, but between that and downshifting to 2nd or 1st, or shutting off the engine, should be enough to stop you 12:43 tenplus1 glad you stopped safely tho... woulda been a nightmare scenario 12:44 VanessaE also, you can throw it into park if you're not worried about trashing the transmission, if it's an emergency 12:44 RobbieF I like that last one: when travelling in unstoppable vehicle, turn off the engine so your steering also locks. :p 12:44 * Jordach is rebuilding the main menu 12:44 tenplus1 any previews Jordach ? 12:44 VanessaE RobbieF: turn off the engine, wait for it to die, then switch the key to "on" 12:44 RobbieF :p 12:44 VanessaE keeps the steering wheel un-locked. 12:44 VanessaE you can steer without power steering, it just takes more muscle 12:44 RobbieF You and your 25 year old car have been through this then :p 12:44 VanessaE thankfully, no 12:44 RobbieF Oh, I have plenty of muscle! :D haha 12:44 VanessaE I just have a lot of experience with cars. 12:45 Jordach alternatively, if you're RWD or AWD/4WD# 12:45 Jordach hit the accelerator and spin it out 12:45 RobbieF So my reaction to jump out the driver side window and let the van crash through the front of a shopping mall = bad? 12:46 VanessaE y-y-yeah. 12:46 tenplus1 woulda been fine if it was a bed and beyond store.. plenty of pillows/cusions 12:46 RobbieF :p 12:46 Jordach tenplus1, http://i.imgur.com/c9wpiI2.png 12:46 Jordach http://i.imgur.com/9SJZRSQ.png 12:46 tenplus1 ooh, nice Jordach 12:47 Jordach if i figure out tab swapping 12:47 Jordach how FSTK does it, and patch it 12:47 RobbieF Last night I visited my dead van at the side of the road to remove the stereo :p Wonder what the passer-by's thought. 12:47 tenplus1 did you wear a dark hoodie ? 12:48 RobbieF A black coat, holding a flashlight and a pair of cutters :p 12:48 RobbieF just shaved my head that morning too, so I'm sure I looked ultra-tough :p 12:49 tenplus1 eheheh, woulda been a sight to see 12:49 Jordach VanessaE, kill me 12:49 VanessaE why 12:49 Jordach fucking builtin is a horrow show 12:49 VanessaE oh. 12:49 tenplus1 builtin menu ? 12:49 VanessaE so fix it and submit PRs then 12:49 Jordach VanessaE, axed the tabs system entirely 12:49 Jordach http://i.imgur.com/c9wpiI2.png 12:49 VanessaE actually that's kinda nice 12:49 VanessaE the colors aare a little garish 12:50 Jordach you will have to manually replace the files however 12:50 VanessaE otherwise, +1 12:50 tenplus1 yeah, I like how simple it looks to use 12:50 Jordach VanessaE, same as the loading bar 12:50 VanessaE for a menu, they're too bright 12:50 VanessaE for the loading bar it's fine 12:51 Jordach it's textures/base/pack/ui_button[_push].png 12:51 Jordach most of these can be ported to dialog windows (settings, credits etc) 12:51 VanessaE looks nice. make a PR. 12:51 Jordach some require tabs 12:51 Jordach VanessaE, unfortunately windows makes it a bitch to do 12:52 Jordach eg: i need to clone a copy and patch directly over it 12:52 VanessaE ok, so? 12:52 VanessaE :) 12:52 Jordach i'll do it when i've solved the major issues, and it should run on android just fine 12:52 VanessaE well 12:52 VanessaE feature freeze is in like, a week 12:53 VanessaE so you have that much time to get it in. 12:53 Jordach usability should be exempty from that ;) 12:53 VanessaE nope. 12:54 Jordach fstk is a horror show, but i'm beginning to understand what's going on now 12:56 VanessaE like I said... fix it, make a PR. 12:57 Jordach the new mainmenu is actually a tab according to fstk 12:59 Jordach woooo 13:00 Jordach it's working 13:00 Jordach estimated time: 30 minutes 13:00 tenplus1 13:01 Jordach i've moved the tab display about -1000 inventory slots on x and y 13:02 Jordach no bastard is finding it unless you've got a literal infinity display 13:02 tenplus1 ? 13:03 Jordach tenplus1, MT needs to be rendered at 100k * 100k 13:03 Jordach for it to be even found 13:03 Jordach i've offset it to insane parameters on purpose 13:03 tenplus1 hi nathan 13:03 tenplus1 that's weird Jordach 13:03 NathanS21 hi tenplus1 13:04 Jordach tenplus1, this was -10 on x http://i.imgur.com/0m3t1sU.png 13:04 Jordach mfw http://i.imgur.com/0m3t1sU.png 13:04 Jordach dammit chroem 13:04 Jordach https://forum.minetest.net/viewtopic.php?p=268149#p268149 13:04 Jordach ^ ayy lmao 13:07 * Jordach has gained understanding of fstk 13:09 nerzhul lol forkers wants your interface to be better on android and make money on our work :p 13:10 * Jordach autistically screeches 13:11 tenplus1 lol 13:11 Jordach http://i.imgur.com/S2wYzjs.png 13:11 Jordach wat 13:11 Jordach the mainmenu has proper UI scaling 13:11 Jordach wat 13:11 Jordach WAT 13:12 Jordach why doesn't this apply in game 13:14 nerzhul not the same C++ object 13:15 Jordach blob:http://imgur.com/f96f9dd8-163f-4207-9077-2208a4b7aef0 13:15 Jordach http://i.imgur.com/ly7hD72.png 13:16 Jordach nerzhul, and that would be the solution to all the shitty problems ingme formspecs have 13:17 Fixer hi 13:17 tenplus1 hi fixr 13:19 Jordach tenplus1, VanessaE where to move the play button 13:20 Jordach http://i.imgur.com/owvEz1L.png 13:20 VanessaE Jordach: no opinion yet 13:20 VanessaE you need to redo more of that screen 13:20 tenplus1 keep it in middle 13:21 VanessaE but offhand I'd say leave it where it is 13:21 Jordach or make it cover all three 13:21 VanessaE no 13:21 VanessaE that would look bad 13:21 VanessaE 0. 13:21 VanessaE oops 13:22 Jordach VanessaE, gimme thoughst 13:22 tenplus1 keep play button in middle but up size of text if possible :D 13:22 VanessaE tenplus1's idea has merit 13:22 Jordach can't change font size 13:22 tenplus1 nuuuuuuuuuuu 13:22 VanessaE then make it an image button 13:23 VanessaE bake the text into the button 13:23 tenplus1 how about - = P L A Y = - 13:23 Jordach h o r r i b l e s c a l i n g 13:23 VanessaE not if you make the image large and set the target size small 13:32 Jordach wooo 13:32 tenplus1 working ? 13:32 Jordach multiplayer and the advanced server tab works 13:32 Jordach will decorate them eventually 13:33 Jordach i've now removed the android menu setup entirely 13:37 tenplus1 hi octacian 13:37 octacian hey tenplus1 13:38 tenplus1 https://github.com/minetest/minetest_game/pull/1731 13:40 Jordach >mfw core.close() 13:42 octacian How can I make an entity unaffected by gravity? 13:42 Jordach they already are, octacian 13:42 tenplus1 do you mean dropped items octacian ? 13:42 Jordach a blank one requires on_step to actually function 13:43 octacian I'm confused then. If I set a dropped items velocity to vector.subtract(player:getpos(), object:getpos() and add 1 the the z value of the players position, the item will continually bob up and down as if gravity is pulling it back down 13:43 octacian tenplus1: yes. 13:43 tenplus1 you'd have to define a new __builtin:item2 entity so that it's unnafected by gravity.... 13:44 tenplus1 or have gravity in the dropped item itself 13:44 octacian Why? Couldn't I just override the default dropped item? 13:44 octacian That's what I already do so as to modify the on_step and such. 13:46 tenplus1 you could, yes... could have it default to -10 for gravity or if minetest.registered_item[node].gravity is set then use that :D 13:46 tenplus1 that way it acts like normal but lets you set gravity for specific items :D 13:46 octacian The way I'm currently overriding the item is the same way as does mtg. 13:47 octacian I define local item { ... }, save the previous builtin item to a variable, and then call setmetatable(item, builtin_item) and minetest.register_entity(":__builtin:item", item) 13:47 octacian So, I could just set gravity to -10? 13:47 tenplus1 that's what i do in my builtin_item redo mod :D 13:48 octacian hmm, OK. 13:48 octacian I'm just trying to implement nice smooth movement of the item entity towards the player with the least amount of code possible 13:48 tenplus1 like the dropped item mod ? 13:49 tenplus1 minecraft style pickup 13:49 octacian Probably :D 13:49 octacian Seems to be working a bit betting, item still bobbing up and down a bit. 13:50 octacian What I just can't figure out though, is how do I make the item move faster? Velocity doesn't seem to affect that, seems only to affect where the item moves to. 13:50 tenplus1 acceleration ? 13:51 octacian tenplus1: can you send me a link to your builtin_item mod? I can't seem to find it. 13:51 tenplus1 github.com/tenplus1/builtin_item 13:51 octacian Yes, I'd assume it's acceleration. I just have absolutely no clue as to how to get it working. 13:51 tenplus1 it has water pushing items around and ice sliding in it 13:54 octacian hmm, Just reviewed that code, it's very interesting. I may just use your code with some slight modifications to lock a few things in. 13:54 tenplus1 yeah go for it :) it's MIT 13:54 tenplus1 if you wanna see it in action check out Xanadu... 13:54 octacian Good, I'm using LGPLv2 in my subgame. 13:54 tenplus1 players have mob spawning with water pushing dropped items into hoppers 13:54 octacian I'll just D/L and test on MTG :D 13:55 octacian Yeah, I really like that concept. 13:55 octacian now, here's a question. With those neat things in mind, why hasn't anybody made a mod to add sneak animations and hide the nametag on sneak? 13:55 octacian ..cause I'm just about to do it for my subgame anyways :rotfl: 13:56 tenplus1 they woudl have to add sneak, sneak walk, sneak mine animations to model which would increase size 13:56 Jordach don't look at me 13:56 octacian IK, but how much more would it really increase it? 13:56 tenplus1 no idea :P 13:56 octacian lol 13:57 octacian Well, my friend's gonna attempt to do it today, so I guess we'll find out :P 13:57 tenplus1 but yeah, sneak animations and nametag hide would be amazing 13:57 tenplus1 invisibility mod can handle removing nametag 13:57 octacian Also, you should add mod.conf to builtin item mod 13:57 octacian Well, removing nametag is simple - just one line. 13:57 tenplus1 it's only meant to replace default builtin items... shouldnt need .conf 13:57 octacian Reminds me, I need to update a few things in my invisibility mod 13:58 octacian Would still make it more convenient, wouldn't it? 13:58 benrob0329 Hello 13:58 tenplus1 hi benrob 13:58 octacian Cause it's still a mod, and would prevent having to remove the -master from the downloaded file :P 13:59 benrob0329 I should see if imgui has an Irrlicht backend 13:59 octacian I currently have so many mods that a search feature in the configuration could be incredibly useful :rotfl: 14:01 tenplus1 k, builtin_item updated 14:02 octacian tenplus1: Does builtin_item not support automatically adding the inventory? 14:02 octacian In short, I'd like minecraft-like dropped items lol 14:03 tenplus1 I never added that cause it's in another mod already... but I could look into it sometime, if player stands within 1 block it'll suck in item 14:04 octacian Yeah. 14:04 octacian Well, I'll just pick and choose stuff from your mod in that case. 14:04 * octacian still has to learn about acceleration then.... 14:04 tenplus1 ehehe 14:05 tenplus1 the merge function already checks surrounding for entities so I could add a player check into that to suck in item 14:06 octacian Wouldn't you just use on_step? 14:06 Jordach http://i.imgur.com/5EYKYhS.png 14:06 tenplus1 ncie one Jordach 14:07 tenplus1 octacian: I *could* but I dont like adding unless necessary... the merge check should be enough to push it towards player 14:07 octacian hmm, OK. I'll mess around. 14:07 benrob0329 Jordach: nice, needs a new button texture though 14:07 Jordach benrob0329, later ;) 14:07 octacian Jordach: Yeah, new texture and it'll be pretty nice. 14:08 Jordach http://i.imgur.com/5azOnAR.png 14:08 Jordach may change to a completely different icon 14:13 octacian tenplus1: shouldn't core.spawn_item be redefined as minetest.spawn_item? 14:13 octacian It's not recommended to use the core namespace at all in mods to my knowledge 14:13 Sokomine octacian: please don't add such a feature. item drop on dig is extremly annoying. it just adds load and unwanted movement. the mt solution is the better one 14:13 tenplus1 I'm replacing a system function, so I left it core. 14:13 tenplus1 agreed Sokomine, prefer punching items to pickup 14:13 octacian Sokomine: This is just for my subgame. I'd like it to be smooth and, well, slightly annoying. 14:14 octacian It means that you have to put in a little more effort to get items because you can't just punch it if it's in range. 14:14 Sokomine octacian: as long as it doesn't show up on good servers... 14:14 octacian My previous solution was to just add the entity to the inventory if within a block of it with no animation, and I may actually stick to that. 14:14 tenplus1 octacian: use this: https://github.com/jordan4ibanez/item_drop 14:15 octacian Nope, it's an entirely different subgame. 14:15 octacian That's what it's based off, except probably was PilzAdam's older version/ 14:15 benrob0329 https://github.com/ZahlGraf/IrrIMGUI 14:15 Sokomine it's not punch, it's dig...and usually i do get items when i put my hand around them and take them. throwing them to the floor first would be an accident 14:15 octacian One thing I'm definitely implementing though, is moving with water etc... 14:15 benrob0329 ^^^Irrlicht imgui backend 14:16 octacian I honestly don't quite agree, it makes sense for the items to be sitting where you dug them until you come close enough to pick up 14:17 tenplus1 the mod I posted from jordan4bainez does just what u ask... drops items on floor and picks them up when you walk near 14:17 Sokomine no problem as long as it's in your subgame and not mtg. that's the nice part after all: we can all create the games we want 14:17 Fixer in minecraft item drop makes a big sense, in gameplay, water transfer, hoppers, icy, etc 14:17 Fixer in minetest - there is no such mechanic in game 14:18 octacian Definitely going to use a combination of jordan4ibenez's item_drop and your builtin_item. 14:21 octacian tenplus1: you are aware the core.spawn_item isn't a function already? It's core.add_item. 14:23 tenplus1 it's been deprecated alresdy ? 14:23 Jordach http://i.imgur.com/tRe6X3s.png 14:23 Jordach m e o w 14:23 CWz I think stairs are broken in latest build 14:23 Jordach it's no longer misaligned and everything 14:23 CWz at least glass stairs 14:24 tenplus1 core.spawn_item is in latest defeault dev 14:24 tenplus1 which is why I replace core. function cause if it's copied into a local function like minetest.add_item then it still workd 14:24 tenplus1 https://github.com/minetest/minetest/blob/master/builtin/game/item_entity.lua#L3 14:29 Jordach http://i.imgur.com/WjUd9So.png 14:29 Jordach tenplus1, almost there :D 14:31 tenplus1 looking good 14:35 shivajiva ugh this is driving me nuts 14:35 tenplus1 whassup shiva? 14:36 shivajiva using /usr/local/bin/minetestserver --port 30001 --config ~/.minetest/skyblock.conf --gameid march --logfile ~/.minetest/logs/server/${TIMESTAMP}.txt --worldname skyblock 14:36 shivajiva 2017-05-08 16:32:00: WARNING[Main]: Couldn't find a locale directory! 14:36 shivajiva 2017-05-08 16:32:00: [Main]: World 'skyblock' not available. Available worlds: 14:36 shivajiva 2017-05-08 16:32:00: ERROR[Main]: Game "march" not found 14:36 shivajiva 2017-05-08 16:32:00: ERROR[Main]: ServerError: Failed to initialize world 14:36 tenplus1 still not finding world 14:36 shivajiva nope n that's from an full installation 14:37 shivajiva all folders exist, it's like it doesn't know the path anymore 14:37 tenplus1 erk! 14:38 Jordach :thinking: 14:38 shivajiva doesn't matter what version I compile n install, always the same result 14:39 Jordach thoughts? blob:http://imgur.com/08923134-ffed-4437-8b03-61325f651149 14:39 Jordach http://i.imgur.com/3Mu9ViQ.png 14:39 Jordach *REEEEEEE* 14:40 tenplus1 erk 14:40 tenplus1 if you increase the texture sizes does it still scale ok ? 14:40 Jordach tenplus1, no 14:40 Jordach Minetest is crap at it 14:40 Jordach MT doesn't even filter that result 14:40 tenplus1 dammit 14:40 Jordach let alone think about common sense 14:40 tenplus1 I would have assumed the img formspec item would have resized it inside boundaries 14:41 Jordach the muted green works for now 14:54 tenplus1 I wonder how the green would look with a grass pattern 14:55 benrob0329 Needs to have a nice retro flat theme 14:59 tenplus1 :P 15:10 tenplus1 if the main menu could use the same texture pack as in-game formspecs that would be great :) would add a nice front-end to the game, but I suppose it has to be scalable 15:38 Fixer VanessaE: collision boxes are server side it seems, so server should update too 15:38 VanessaE no 15:39 VanessaE it broke in the client. 15:39 VanessaE fix it there. 15:39 Fixer VanessaE: parking brake and downshifting (if possible), it seems 15:40 VanessaE Fixer: to stop a runaway vehicle? yes. 15:40 VanessaE if you can get it to slam into "park", you'll probably kill the transmission, but that'll also add more drag 15:41 red-001 isn't the issue that way for the server to set it was added but it used the wrong default vaule? 15:41 red-001 so the server has to be updated for it to work on new clients? 15:41 VanessaE red-001: no idea, all I know is it broke it for users on my servers whose clients are too new, and for that matter EVERY other server out there 15:42 red-001 I think a fix was pushed 15:42 VanessaE it wasn't. 15:43 red-001 https://github.com/minetest/minetest/commit/2d5bd7f414f8b8107254490af2360d6e29f1a8d2 15:43 red-001 or was that a diffrent issue? 15:43 VanessaE still broken for clients when playing on a server that has some mod that modifies the collision box 15:43 red-001 that sounds like a mod issue 15:43 Fixer Sokomine: when you blow up some tnt... you then realise some autopick up is needed %) 15:44 VanessaE it worked fine until this collision box change, red-001 15:44 tenplus1 oh crap...... invisibility mod no longer works properly 15:44 red-001 wait I though you couldn't chnage the collision box before? 15:44 VanessaE red-001: apparently it's mods that change some other player property 15:44 Fixer CWz: stairs are broken if you play on newest client and older server 15:44 red-001 selection box? 15:44 VanessaE idk what 15:45 Fixer Jordach: crappy texture 15:45 VanessaE Fixer: you're lagging. 15:45 VanessaE (or responding to old scrollback anyway) 15:45 Fixer VanessaE: i don't drive much but what is park? We have manual transm everywhere 15:45 red-001 ^ 15:46 benrob0329 Fixer: quit using Internet Explorer to view irc 15:46 Fixer confused 15:46 VanessaE Fixer: most cars in my country are Automatic 15:46 VanessaE they have a "park" setting that engages a locking pawl on the transmission output shaft 15:47 VanessaE it's basically "neutral" + locked output shaft 15:47 VanessaE that's about all 15:47 red-001 looks like some mods used the collision box as a selection box 15:47 Fixer VanessaE: oh ok, i'm reading old chat, yes 15:48 Fixer on May 6 or 7 there was change related to collision boxes 15:48 VanessaE the only mod I have that I can think of that would possibly affect this is cheapie's player_textures mod, but it doesn't change anything except the visual size, mesh, and texture (to get around the "flat skin" bug) 15:49 tenplus1 woah... I just fell through solid world with collisionbox change 15:49 tenplus1 it's flawed 15:49 benrob0329 VanessaE: overlay chest textures just need to be fixed/combined, thats not hard... 15:50 VanessaE benrob0329: requires separate textures. 15:50 benrob0329 Heck, technic chest can be converted 15:50 benrob0329 why would it? 15:50 VanessaE you can't do a combine operation on a texture that has some larger version in a texture pack. 15:50 benrob0329 No...you would precombine it 15:50 benrob0329 Like..with gimp 15:50 VanessaE oh, in an image editor, sure. 15:50 VanessaE but the way the chests are done now is just stupid, I'm sorry to say 15:51 VanessaE there was zero legit reason to use a UV-mapped all-in-one texture 15:51 VanessaE it broke EVERY texture pack in existence. 15:51 benrob0329 so are fromspecs, which are even worse 15:52 tenplus1 agreed, chests should be left alone and use original textures 15:52 benrob0329 having a multi image uv map isn't easy last I checked. 15:52 VanessaE benrob0329: it's quite simple regardless of how many tiles are in the UV map 15:52 VanessaE I'd submit a pull request to fix this the right way, but it'll just be rejected 15:52 VanessaE so fuck it 15:52 benrob0329 unless each material has its own uv 15:53 VanessaE benrob0329: yeah, you can do that too. each side of the chest can have its own material, with the left/right sharing one image, and the inside-top/inside-bottom having a separate image with two tiles in it 15:53 benrob0329 But you'd still have to redo some code 15:54 VanessaE but noooooooo that wouldn't follow the usual texture order in tiles={} and some texture maker might want asymmetric handles or some crap 15:54 benrob0329 You could have seperate side textures 15:54 VanessaE nope. 15:54 VanessaE you can only have six materials 15:54 benrob0329 shit 15:55 VanessaE so five for the outside - top, bottom, left/right, front, back 15:55 VanessaE a sixth one containing top-inside and bottom-inside textures for the open chest 15:55 benrob0329 yeah, thatd work 15:55 VanessaE you can assign the left/right image such that it's X-flipped on one side (via the UV map). totally trivial 15:55 benrob0329 or 15:56 benrob0329 You could just combine the textures 15:56 benrob0329 And call it a day 15:56 VanessaE again, 15:56 benrob0329 Again you think ots stupid 15:56 VanessaE that breaks EVERY texture pack ever made, and a number of mods too. 15:57 benrob0329 If breaking changes can't be made, we wont move anywhere 15:57 VanessaE but we don't NEED to make a breaking change here 15:57 VanessaE that's the point 15:57 benrob0329 but the breaking change is more flexible 15:58 VanessaE that flexibility is kinda useless imho 15:58 benrob0329 but what if its not for someone else? 15:58 VanessaE well then they're wrong ;) 16:00 tenplus1 when setting player collisionbox, do you have to add the -1 offset manually or does it do taht for you ??? 16:00 benrob0329 even if it is objectively better to seperate a meshes textures for the sake of saving 5 minutes of work, why break it again? 16:00 benrob0329 You have to break it either way 16:01 VanessaE it isn't objectively better 16:01 benrob0329 So why not break it in a way that simplifies code? 16:01 VanessaE there's no difference in the code 16:01 benrob0329 Yes there is 16:01 tenplus1 keep default textures that are used by other mods and texture packs... 16:01 VanessaE this can entirely be handled in the tiles={} field and a proper model 16:02 benrob0329 Combining 6, vs 1 tile 16:02 VanessaE no 16:02 tenplus1 would rather have 6 tiles so other mods can use them 16:02 tenplus1 instead of 1 16:02 VanessaE that's not really "code" 16:02 benrob0329 If that's not code, then all of imagemagic is just random text 16:03 VanessaE this ain't imagemagick :) 16:03 benrob0329 No, its a voxek game engine, with a game built on top 16:03 benrob0329 And mods built on top of a developing game 16:04 VanessaE which is exactly why one should not break things this badly. 16:04 benrob0329 notice "developing" 16:04 benrob0329 Things will break, it just happens 16:04 VanessaE no 16:04 VanessaE this takes that concept too far 16:05 benrob0329 its a single gosh darn texture 16:05 tenplus1 yup... we have to at least try to keep compatibility for mod makers and current worlds 16:05 VanessaE breakage should only happen when there's no other viable way to get something done. 16:05 VanessaE it's not a single texture, it's half a dozen textures, times every mod and texture pack that modifies them 16:05 sofar what the actual, same discussion in here? 16:05 VanessaE do you realize how many man-hours that's gonna cost? 16:05 VanessaE sofar: 16:05 sofar the PR was open for a year 16:05 sofar the PR was open for a year 16:05 VanessaE so five for the outside - top, bottom, left/right, front, back 16:05 VanessaE a sixth one containing top-inside and bottom-inside textures for the open chest 16:06 VanessaE that is how it should have been mapped. 16:06 sofar bullcrap 16:06 sofar fuck no 16:06 benrob0329 And a lot more complex code 16:06 VanessaE benrob0329: NO! 16:06 VanessaE it's not complex code, jeez 16:06 benrob0329 For the pipeworks overlay it is, and that's whats broken atm 16:06 benrob0329 One thing at least 16:07 tenplus1 sofar: is there any reason you changed chest inventory from 'main' to 'default:game' ??? 16:07 VanessaE https://github.com/minetest-mods/pipeworks/blob/master/compat-chests.lua#L38-L45 16:07 VanessaE this is complex to you, benrob0329 ? 16:07 VanessaE sofar: so, why exactly? 16:07 VanessaE "fuck no" and "bullcrap" aren't especially good arguments here. 16:07 benrob0329 I thought it used an overlay modifier 16:08 benrob0329 I guess I was wrong 16:08 VanessaE benrob0329: it does. the modifier is defined in the "tube_entry" variable a bit up 16:08 * Fixer dives out of chat 16:08 benrob0329 But still, is combining a texture really all that hard? 16:08 VanessaE benrob0329: baking a combined texture in GIMP or so is easy enough, but that isn't the point 16:09 benrob0329 Anyone can do it for a texture pack, **anyone** 16:10 benrob0329 Mod developers need to change a few lines of code 16:10 benrob0329 This is noy 16:10 benrob0329 i repeatis not 16:10 benrob0329 That bad 16:10 VanessaE that's the whole point, benrob0329. change it in one mod, rather than 100 texture packs. 16:10 sofar VanessaE: fuck no, and bullcrap, are perfectly reasonable responses to waking up monday morning and seeng a waterfall of people bitch and moan to a pull request that has been pending for twelve months 16:11 sofar excuse me while I foam to the mouth for a few days 16:11 VanessaE sofar: to be fair, I don't recall having heard about the chests thing until shortly before it went in. 16:11 tenplus1 same 16:11 VanessaE and you know full well how easy it is for people to forget something like that exists at all 16:11 tenplus1 https://github.com/minetest/minetest_game/pull/1731 16:11 benrob0329 I've been bring it up for months 16:11 VanessaE so, again... let's just fix the fucking thing the right way 16:12 benrob0329 Begging to have it merged, and you tell me you've only heard about it recently? 16:12 sofar well, I aint going to look at it until I have time wednsesday, maybe later 16:12 sofar I'm also moving this week and I might not even have my computer or internet working for a week 16:12 VanessaE benrob0329: actually, yeah. I don't pay too-close attention to dev because this ^^^ sort of thing always happens. 16:13 VanessaE sofar: well that sucks 16:13 VanessaE sofar: if I could have been sure you'd give it a fair shake (considering you're obviously pissed), I would make a PR right now to fix it the right way 16:13 VanessaE but since I know it'll just be rejected by either you or paramat, fuck it 16:13 tenplus1 o.O Vanessa, if you can fix it please do... 16:14 sofar eh I have to talk to corporate IT folks for 3 days, maybe better to wait until that's all done 16:14 sofar not a good motivator 16:16 VanessaE sofar: let's put it this way: my five- or six-image idea above got a "fuck no" and "bullcrap". Why should I even try now? 16:16 benrob0329 VanessaE: your complaining about a change, after its already been commited 16:17 sofar just wait until I'm more agreeable 16:17 sofar like, after I get a few sips of tea in 16:17 * tenplus1 got invisibility mod working ok with new collisionbox changes 16:17 VanessaE sofar: just FYI if things have to wait until after your move, it'll be too late. feature freeze soon 16:18 benrob0329 This, is, exactly, the problem. 16:18 red-001 just call it a fix then 16:18 benrob0329 We can't change anything because someone wont be happy 16:18 sofar well more importantly the `main` thing is likely something we don't need 16:18 tenplus1 dude, you just broke compatibility with many mods in changing it 16:18 tenplus1 that's why I put up a pull to revert it back 16:19 benrob0329 oh hell no, do not remove a feature. Fix it. 16:19 benrob0329 And if you wont.fix it 16:20 benrob0329 idk, I can make a good argument atm 16:20 tenplus1 ben, the 'main' inventory was changed to 'default:chest' which breaks many mods... it's not a feature 16:20 red-001 ^ 16:20 benrob0329 opening chests is something that should have been done a long time ago 16:21 sofar tenplus1: fuck off if you want me to +1 your PR 16:21 tenplus1 it's a nice bit of eye candy, but it could easily have been done using current textures and not removing them and adding a new one entirely... 16:21 tenplus1 sofar: manners please 16:22 red-001 hasn't this already been discussed in the issue? 16:22 benrob0329 yes 16:22 benrob0329 Extensively 16:22 benrob0329 For a year 16:22 sofar tenplus1: https://github.com/minetest/minetest_game/pull/1731 16:22 red-001 why was then inventory renamed anyway? 16:23 sofar a mistake, by me 16:24 red-001 as for texture packs wouldn't the front face be broken anyway? 16:24 sofar look I'm not angry at being pointed out mistakes 16:24 sofar I'm angry that it took a year 16:24 sofar first mistake is already solved 16:24 sofar thanks to good observance by tenplus1 16:24 tenplus1 if the inv name is reverted then that's half the battle... 16:24 tenplus1 old textures re-added for compatibility, great 16:24 sofar I just +1'd it and tested it 16:24 red-001 in fairness someone did point out the inventory thing last year 16:25 red-001 well some issues are to be expected with a major change 16:25 sofar I don't understand the need for the texture changes yet, though 16:26 tenplus1 texture packs mostly... 16:26 tenplus1 none will work without a lot of re-editing 16:27 VanessaE and I pointed out in IRC before it was merged, how I hate the texture usage 16:28 sofar that's a ball-and-chain argument 16:29 VanessaE ? 16:29 sofar the type of argument that ends up slowing everyone down to maintain backwards compatibility 16:29 VanessaE well that's not the intent 16:30 sofar I'm aware it's not the intent 16:30 sofar but it's the effect 16:31 sofar I really don't like the idea to make left/right sides identical 16:31 sofar same for insides 16:32 sofar there's 8 square parts to the UV map, not 5 16:32 sofar or 6 16:32 VanessaE wait no 16:32 VanessaE that's not what I said 16:32 sofar I can only imagine that the best way to UV map it is to allow all sides to be textured arbitrarily 16:32 sofar which is what it does right now 16:33 VanessaE on the closed chest, top, bottom, front, left, and back would be unique. right would be the left image X-flipped via UV map. top-inside and bottom-inside would be taken from the sixth texture entry, two tiles in it, UV mapped. 16:33 VanessaE so you get the effect of having 8 images while only using six image slots. 16:34 VanessaE 100% compatible with existing textures, save for the unavoidable problem of where the chest top/bottom split is, of course. 16:35 sofar wouldn't that break old chests with new texture packs? 16:35 VanessaE nope. 16:35 sofar also, it sounds like gymnastics 16:35 VanessaE as long as the filenames are the same 16:36 sofar but most importantly, it breaks the possibility of texturing the insides differently as well as the left being different than the right 16:36 VanessaE mp 16:36 VanessaE no 16:36 VanessaE it doesn't. 16:36 sofar yes 16:36 sofar it does 16:36 VanessaE no. 16:36 sofar mirroring isn't the same thing 16:36 VanessaE two images in that tile entry 16:36 VanessaE UV-mapped. 16:37 VanessaE you can have arbitrary UV mapping per tile 16:37 sofar I can't write "left" on the left side and "right" on the right hand side if the right hand side is a mirrored version of the left side 16:37 Jordach *extreme autistic screeching* 16:37 sofar Jordach: go make pretty pixels 16:37 VanessaE sofar: no, you couldn't. why would you even try to do so? 16:37 VanessaE I mean really 16:38 Jordach sofar, http://i.imgur.com/9xRosJr.png :D 16:38 VanessaE in practice, who's gonna make left and right be anything other than mirror images of one another? 16:38 sofar Jordach: keep going 16:38 sofar VanessaE: right now, nobody, because it's not possible 16:38 Jordach sofar, will need a by hand merge into existing code, then need an android run 16:38 VanessaE sofar: and since it isn't possible, why add that possibility at the expense of compatibility? 16:39 sofar because fixing a texture pack takes less time than this discussion 16:39 VanessaE um 16:39 VanessaE try it. 16:39 VanessaE especially HDX :P 16:39 sofar gimp 16:39 sofar canvas size 16:39 sofar 4x wider 16:39 Jordach VanessaE, sofar, easier solution: go take the MC chest unwrap and use that :^) 16:39 sofar 2x higher 16:39 Jordach Kappa 16:39 sofar open tiles 16:39 VanessaE now do it again, and again, for every one of the however many texture packs there are out there 16:40 sofar copy + paste 6x 16:40 sofar meuh an imagemagick script could automate it 16:40 sofar convert -tile .... 16:40 benrob0329 ^^ someone write a script 16:40 VanessaE remember that you can't just fix one texture set, you have to fix it for every set of textures that go with any mod that redefines the chest. 16:41 Jordach sofar, old settings; http://i.imgur.com/KTxc8lf.png 16:41 Jordach new settings http://i.imgur.com/WjUd9So.png 16:41 VanessaE or I should say, any mod that copies the chest and makes some new one out of it 16:41 sofar most chest modifications I've seen were verbatim copies of the entire code 16:41 nore sofar: your opinion on this please? https://github.com/minetest/minetest_game/pull/1731/files#r115290672 :/ 16:42 sofar Jordach: still not enough pretty ... lol 16:42 benrob0329 MT needs a retro flat theme imo 16:42 Jordach sofar, what, you expect me to produce a background? 16:42 Jordach instead of the current box[] 16:42 Jordach sofar, from unbalanced crap to a perfect 33.33% column 16:43 Jordach and i've now figured out exactly how fstk works 16:44 tenplus1 hi Krock 16:44 Krock hi tenplus1 16:44 Krock uh 16:44 benrob0329 Hi Krock 16:44 Krock hi benrob0329 16:44 Jordach sofar, i'll improve it as much as humanly possible 16:47 * Jordach thinks about adding 1x1 images beside each button describing things 16:47 Krock ^ likes to play Cards Against Humanity 16:47 tenplus1 lol 16:48 Jordach is there a way to disable that semi-transparent crap from formspecs or not 16:48 Krock give them a new background? 16:48 VanessaE sofar: so. am I to assume then, that there'd be no point in making a PR to fix the chest textures as I've described? 16:51 sofar I 16:52 sofar I'm not going to -1 it, I'll leave it to others to decide 16:52 Krock sounds good but the textures won't always fit 16:53 Krock either way we'll have 6 textures in total 16:53 VanessaE Krock: that's the plan. 16:53 sofar Jordach: there's a relatively new commit that allows changing opacity of the menus 16:53 Jordach sfan5, build pl0x 16:53 sofar I'm just a huge fan of allowing true arbitrary UV mapping 16:53 sofar I think it should be the default 16:53 VanessaE sofar: so why can't we just increase the number of tiles={} slots? 16:53 sfan5 Jordach: sure 16:54 VanessaE what fundamentally limits us to 6? 16:54 sofar engine, and protocol I think 16:54 VanessaE (I realize *why* the limit exists, but well...it's a limit) 16:54 VanessaE I know that but I meant, why can't it just be increased? 16:54 VanessaE just make it unlimited - the unix way: allow 1, or allow an infinite number 16:55 VanessaE if that means a protocol bump, that's fine. 0.4.16 is right around the corner anyway 16:55 VanessaE this isn't the first time that having only 6 tiles entries got in the way of a good mesh :) 16:56 VanessaE (well maybe it is for mt_game, but I meant for my own mods) 16:58 VanessaE if it were bumped up accordingly, you could just map in 8 separate image files, and no one would have to update anything 16:59 Jordach sofar, bgcolor[#00000000] 16:59 VanessaE (assuming the usual behavior of repeating the last-specified image for all remaining materials/sides in the node, old mods would just show the "back" image for the inside of the chest, if it's even visible in that mod) 16:59 Jordach (as string) 17:00 VanessaE wouldn't that be the most logical solution? 17:01 Jordach http://i.imgur.com/qIUivia.png 17:01 Jordach sofar, WOOOOOO 17:02 sofar not sure I like plain clouds as a bg myself 17:02 sofar but, progress 17:02 sofar lime green though? 17:02 Jordach sofar, used a modified progress bar 17:03 Jordach fun fact, UTF-8 emoji breaks the forum software entirely 17:05 Jordach fff 17:06 Krock eeks. keep the grayish buttons! 17:07 red-001 ^ 17:07 Sokomine VanessaE: yes, i had that player box collusion issue a few hours ago as well. reverted to an earlier commit and compiled again. singleplayer (which i'm currently needing most) wasn't affected 17:07 VanessaE Jordach: toldya the colors were too garish for a menu :) 17:07 Jordach VanessaE, it's not like they're placeholder 17:07 VanessaE I'd replace them with a much darker green, maybe the color of mt_game grass 17:08 red-001 maybe this could be the menu for the android version? and the tabs could be keept of the pc/mac version 17:08 Jordach fuck those tabs 17:08 red-001 they are faster to use 17:08 Jordach "hurr durr i can't take change" 17:08 Sokomine Fixer: autopickup is ok. useful for gathering saplings. tnt isn't good - that's banned from my worlds :-) 17:08 red-001 "hurr durr too much clicking" 17:09 Jordach red-001, yet every other game i've played has had it that way 17:09 red-001 I don't care if it's as fast as tabs or faster 17:10 red-001 apprently shit menus are an industry standard 17:10 Jordach http://i.imgur.com/hpBZEEC.png 17:10 red-001 well I don't like tabs that much either 17:10 Jordach VanessaE, ^ 17:11 VanessaE Jordach: +1 now you just need more contrast around the edges 17:11 red-001 just try to minism the number of clicks needed to get to any part of the menu 17:11 VanessaE maybe just a darker shadow 17:11 benrob0329 (Offtopic) https://youtu.be/CM-CIvMEqUs 17:11 red-001 E.g add a way to access advance settings right from the main menu 17:12 VanessaE Jordach: though honestly I think I'd go for double the resolution on those images 17:12 VanessaE they're a little blocky compared to the font 17:12 Jordach VanessaE, like gimme a sec 17:12 benrob0329 we need a new font then :P 17:13 benrob0329 Not hard to read, just retro looking 17:13 Jordach VHS OSD font 17:13 Jordach *that* font 17:13 VanessaE heh 17:13 * Krock reads "[Dubstep]" and quickly uses Ctrl+W 17:13 Krock Jordach, comic sans pls :P 17:14 VanessaE commodore 64 font :) 17:14 VanessaE that's retro :) 17:15 benrob0329 Krock: ctrl W? 17:15 Krock closes the tab 17:15 Krock and Ctrl+Shift+W reopens it 17:15 benrob0329 oh, yeah its not a hard dubatep 17:15 Krock (warning: may crash your browser) 17:15 benrob0329 I dont like most dub 17:20 Jordach http://i.imgur.com/Oa5lfE8.png 17:20 Jordach VanessaE, 17:20 VanessaE much better 17:20 VanessaE put the bright/dark on the left/right also 17:21 VanessaE and make the font bigger 17:21 VanessaE and I think you have a winner 17:21 VanessaE I mean put it on the left/right also 17:22 Jordach i feel like dropping some flat shaded cubes at the bottom 17:22 VanessaE so that it looks like the light source is above and to the left 17:22 garywhite Is that gonna be the new start screen for MT? 17:22 Krock benrob0329, okay, gave it a try. Definitely not my taste :< 17:25 benrob0329 Krock: fair enough 17:26 CWz hey VanessaE 17:26 VanessaE hi. 17:26 benrob0329 (Offtopic, why cant this stuff hapen with FlightGear?) https://youtu.be/LfY5eL6xT6M 17:26 benrob0329 Jordach: OH SHOOT 17:27 benrob0329 Daz iz comin togathir 17:27 Jordach VCR font wen 17:27 Jordach blob:http://imgur.com/d4c13489-20a3-4016-9508-d0a0b32c7ec3 17:27 Jordach http://i.imgur.com/GWpWloe.png 17:27 Jordach every fucking time 17:31 Jordach http://i.imgur.com/Uj2fpgQ.png 17:31 Jordach might just build a large texture 17:31 Jordach for them specifically 17:41 tenplus1 wb rubenwardy 17:44 rubenwardy yo 17:45 Shara Hello all 17:45 Krock hi Shara 17:45 tenplus1 hi Sha 17:45 tenplus1 hi Shara 17:45 Shara That was qyuick Krock :P 17:45 Shara quick* 17:45 Krock ^^ 17:45 Shara Hi Ten 17:48 tenplus1 wb shivajiva 17:50 shivajiva thanks 17:54 Sokomine VanessaE: hmm. any mod that copies the chest (and it textures) and modifies it somehow? that kind of applies to the majority of my mods. as i can't do textures it's usually the chest that's working as a placeholder 17:55 VanessaE sofar: ^^ 17:55 Sokomine Jordach, Krock: hm, yes, that semitransparent formspec background is giving me trouble as well. could do with a nice background for citybuilder... 17:55 VanessaE see also my expand-past-6 proposal 17:58 * CWz wonders what would happen if i were to insert a 1 YB Harddrive into his computer 17:58 Krock s/ i / he / 17:58 benrob0329 *universe explodes* 17:58 benrob0329 *gone wrong* 17:59 Krock CWz, no FAT16 partitions :'( 18:00 tenplus1 lol 18:01 tenplus1 ext4 all the way 18:02 * Sokomine takes cwz' extremly large hd and uses it for backups 18:06 red-001 ext4 only supports partitions upto one exbibyte 18:06 tenplus1 o.O only ? lol 18:06 tenplus1 I has 120gb ssd 18:07 red-001 zfs is better with 256 quadrillion zebibytes 18:12 tenplus1 laters 18:37 CWz i wonder if anyones uses ext3 still 18:38 * CWz wonders why pendrives use fat32 18:39 red-001 old windows 18:40 red-001 well it could use ntfs 18:40 red-001 but support for that isn't great on mac 18:42 Krock exfat would be quite nice but m$ is lean and mean 18:43 CWz howabout ext4 18:44 red-001 you need to install a driver on windows 18:44 Krock the only really good working glue between these OS' is FAT32, sadly. 18:44 red-001 I know the horror 18:44 red-001 plus what about printers and the like? 18:45 red-001 a lot of those only bother to support fat32 18:46 Krock yeah 18:46 CWz dang where is FAT64 when you need it 18:47 CWz i wonder what format CD/DVD roms use 18:48 benrob0329 ZFS ftw 19:06 * Jordach silently reworks buttonbar.lua 19:20 * Sokomine puts a formspec in front of jordach that cries for a nicer background 19:20 Jordach Sokomine, reee 19:20 Sokomine :-) 19:22 Jordach Sokomine, unfortunately, singleplayer is the area where it doesn't apply 19:22 Jordach although.... 19:23 * Jordach has an idea cooking 19:23 Sokomine er, why not? 19:24 Jordach singleplayer games can have backgrounds covering the clouds 19:24 Sokomine what i need is a nice background that looks like old paper. that's a very popular background for menus in this kind of game 19:24 Jordach ew 19:24 Jordach no 19:24 Sokomine why not? 19:24 Jordach probably will take some soft materials 19:24 Jordach eg, a wooden border for most backgrounds on smooth stone 19:25 Sokomine ah. yes. for backgrounds in general that might be a good idea 19:25 Sokomine i'm looking for a special one for a specific situation 19:25 Jordach ah, this concerns the super main menu 19:26 Jordach it's based on the old one, using te same stuff 19:26 Jordach i've just made it so it resembles a more modern menu 19:26 Sokomine that's fine. the menu definitely can use some graphical improvements 19:27 Jordach Sokomine, http://i.imgur.com/Uj2fpgQ.png+ 19:27 Jordach http://i.imgur.com/Uj2fpgQ.png 19:27 Jordach http://i.imgur.com/qIUivia.png 19:27 Jordach http://i.imgur.com/uKbrIal.png more upto date 19:29 Sokomine jordach: the font seems a bit odd. it's important that it can be easily read 19:30 Sokomine maybe black on that green background. or something else with more contrast (dark green? brown?) 19:31 Sokomine the last one looks very nice. still a bit low on contrast 19:32 Sokomine i like the green buttons :-) just needs to be easier readable 19:33 Jordach sofar, given the ping bars better colours to identify ping better http://i.imgur.com/2CwSVUc.png 19:33 Jordach (also re-did the icon for PvP, how did the last one even pass?!?) 19:34 Jordach likewise, it'll get improved in time 19:38 Jordach yay, got em in line properly http://i.imgur.com/Pb0UCkL.png 19:39 benrob0329 Noice 19:41 Sokomine looks very nice, jordach 19:49 Calinou hi 19:49 Calinou http://sauerbraten.org/ 19:49 Calinou if anyone wants to play, I'm on the Trouble in SauerTown server 19:49 Calinou it's a minigame 19:49 Calinou :P 19:53 Jordach Sokomine, problem is, doing these are a pain http://i.imgur.com/ur1TEax.png 19:54 Jordach (and because MT has no filter for scaling...ugh) 20:07 Jordach there, old grey box removed from credits http://i.imgur.com/Lz2yfJb.png 20:32 Sokomine what was that option for "no time passes ingame" again? i always forget :-( 20:33 rubenwardy time_speed 0 20:33 Sokomine oh! that looks very nice, jordach. i like that blackboard-like style 20:34 Sokomine maybe make the green slightly darker for better contrast with the white text? 20:48 Sokomine aah. thanks. i don't know why i never manage to remember that... 20:59 Sokomine grr. mod_security is very annoying 21:00 Calinou turns out mod_security was created by the guy who made the Windows 10 upgrade offer dialog 21:04 Jordach R O A S T E D 21:05 Jordach rubenwardy, ayy lmao 21:06 Jordach http://i.imgur.com/Bc76Qr7.png 21:14 Calinou put a background, it's not very readable right now 21:15 Calinou change the checkbox colors too 21:15 Calinou they're horrible 21:15 Calinou and have been since 2010… :( 21:15 Jordach can't change core irrlicht shit 21:15 Calinou you sure? SuperTuxKart did it 21:18 garywhite helo 21:18 garywhite hello* 21:18 red-001 they forked irrl*cht 21:20 Jordach i've almost wired up the new mainmenu 21:22 Jordach just a few spots that need their changes 21:23 Jordach only part i can't touch is core.show_keys_menu() 21:23 Jordach aka keybindings 21:23 garywhite Jordach: Will this be in 0.4.16? 21:24 garywhite or 0.5? 21:24 Jordach garywhite, either or 21:24 red-001 jordach the c++ gui code is easier to work with then formspecs 21:24 Jordach red-001, you don't say 21:24 Jordach :^)))) 21:24 red-001 it's still a mess ofc 21:24 red-001 but less 21:24 Jordach i'd write a true UI lib 21:25 Jordach but then i'd end up writing CEF 21:25 red-001 displaying stuff is more logical but getting input is harder 21:25 Jordach a pseudo drop in for formspecs should be in 0.5.x 21:26 red-001 formspecs should be rewriten to use lua tables 21:27 Jordach no 21:27 Jordach just. 21:27 Jordach no. 21:27 Jordach if you listened carefully, you heard autistic screeching 21:27 red-001 so you want to contuin to use strings? 21:27 red-001 have fun 21:44 Jordach i've even polished advanced settings text dialogs 21:44 Jordach http://i.imgur.com/n23ZITV.png 21:45 Sokomine hmm. dirt under a nodebox does loose its grass now...was something changed regarding lighting? or does it only affect dirt? 21:47 benrob0329 All for replacing Formspecs with Imgui, say I(mgui) 21:48 Sokomine don't really know that, benrob, so i can't tell. what produces most pain in creating formspec is positioning of texts that may be more than one line long 21:49 Hijiri also layout 21:49 Hijiri GUI shouldn't require manual placement of elements in the common case 21:49 benrob0329 Formspecs are a pain in general 21:49 Hijiri though some kind of layout manager must be doable on top of formspecs already 21:50 Hijiri if someone wanted to write it (I don't, or at least I wouldn't know where to start) 21:50 Jordach http://i.imgur.com/EXEL5px.png 21:50 Jordach getting there :) 21:50 benrob0329 I shouldn't have to wrap my head around a whole new paradigm just to create a text box 21:50 Jordach blob:http://imgur.com/a55686d0-5525-46f9-94bd-074ca31b821e 21:50 Jordach http://i.imgur.com/QeUp1zN.png 21:50 Jordach arrrrg 21:50 Hijiri if a new GUI library is put in you would have to learn that new library anyway 21:51 Hijiri unless you already knew it 21:55 benrob0329 Basically the way imgui does things is 21:55 benrob0329 Start() 21:55 benrob0329 If(Widet) 21:55 benrob0329 End() 21:56 benrob0329 that's way oversimplified, but that's a generalized rundown of how stupidly simple it is 21:56 * Jordach hears the C64 Commando bassline again 22:00 Hijiri benrob0329: imgui looks good, and I would support it being used in the engine, but there's no reason something on top of formspecs couldn't be simple 22:01 Hijiri I mean, the API 22:01 Hijiri formspec is a mess so likely the implementation will still be messy 22:02 benrob0329 I would just impliment this to replace formspecs, but keep them around for compatibility in the mean time 22:06 garywhite Hmm...I just thought, maybe I'll refer a few people that I know who play MC to MT 22:07 Hijiri might be good for feedback 22:08 Jordach http://i.imgur.com/daA21t3.png 22:09 Jordach rubenwardy, http://i.imgur.com/daA21t3.png 22:09 Jordach :D 22:11 Jordach everything is working except mods and textures 22:20 Calinou rounded corners are evil, btw :P 22:20 Calinou at least when not used well 22:26 Jordach http://i.imgur.com/E5w820z.png 22:27 Calinou still better than deleting the world "NUL" 22:27 Calinou ;) 22:27 Calinou what did you draw in the sky? 22:28 Jordach https://github.com/Jordach/Solar_Plains/blob/master/menu/header.png 22:31 Calinou looks a bit like a lenny face to me :P 22:35 Jordach took a bitch to get these re-centered 22:35 Jordach http://i.imgur.com/VqzJMXl.png 22:38 Jordach http://i.imgur.com/YwngOL9.png 22:38 Jordach hot fire 22:39 * Jordach prods VanessaE 23:13 Jordach http://i.imgur.com/Ask83i7.png 23:13 Jordach :thonking: 23:15 Calinou Never gonna mod the game, never gonna texture it down… 23:15 Jordach Calinou, https://cdn.discordapp.com/emojis/304664216672141313.png 23:17 Jordach at least i have a working sense of humour 23:31 Jordach allllllmost there 23:31 Jordach things missing: dialog_configure_world 23:31 Jordach tab_mods