Time Nick Message 00:00 * Shara eats the bed 00:00 Shara That was food, right? 00:00 paramat https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L453 looks possible 00:02 paramat oh but that's static colour 00:02 paramat but there is a way to colour from palette but have that not apply to certain tiles 00:03 paramat but each tile having a different palette colour is likely not possible because param2 is for the whole node 00:04 paramat https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L558 00:05 paramat "what i need is to apply the palette from colorfacedir and co to a single texture. is there a way to do that?" yes with soft overlays 00:05 * paramat lays on the soft overlay 00:07 paramat looks like ', color = "white"' in a tiledef will disable hardware colouring for that tile 00:08 paramat might be that simple 00:08 * Wayward_One wonders how the bed tasted 00:09 * Wayward_One hands Shara a doughnut instead 00:09 Shara Not as good as the doughnut 00:10 Sokomine paramat: hm. the colors do not necessarily have corresponding names 00:10 Shara Though in Sokomine's defence, there is more to a bed than to a single doughnut, so you might need to give me a few. 00:11 Sokomine no, i don't need each tile to be a diffrent color. i just want to show the texture - ideally the front one - flat but colored 00:11 paramat in a formspec? 00:12 Sokomine i could show inventory cubes (and do that as a fallback). but then the actual block takes up only a small part of the area. it would be better visible if i could show just the texture 00:12 Sokomine yes 00:12 Sokomine do you know my colormachine mod? 00:12 paramat ah that may be different 00:12 paramat no 00:12 Sokomine it's a way to mix, handle and display the results of applying color 00:13 Sokomine the goal is to give the player an overview of what can be colored how - without having to bother with how to mix up the dyes. the amount of colors from unifieddyes is already complicated to handle in that aspect, and that's only a part of the now theoreticly possible 256 colors (guess i won't support so many) 00:13 paramat you probably want to colour an itemstack then 00:14 paramat https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L527 00:14 paramat i know that hardware colouring can colour inventory images 00:14 Sokomine hmm, that would be possible, yes. but i think it looks better (the texture is larger and better visible) if the entire "slot" is filled with the texture 00:14 Sokomine it does work very fine, that hardware coloring 00:14 paramat hmm that may not be possible 00:15 Sokomine digging a colored block gives the right item, placing it places the right thing. very fine so far 00:15 Sokomine i havn't found anything in that regard either. was hoping i had missed something 00:15 paramat juhdanad only added the essentials, i would recommend just displaying the item as it would appear in inventory 00:16 Sokomine in theory coloring parameters added to the texture might help. trouble is that i can have no idea which color each number will actually represent 00:16 Sokomine hm, yes. might have to do that 00:16 paramat ok i missed the colormachine context of your question 00:17 paramat i see now 00:17 Sokomine its a very special context, yes 00:17 Sokomine unlikely to be needed elsewhere 00:18 Sokomine i've also updated morecolor. with that tiny code that just adds the basic color definitions to many nodes in mtg, mtg does get pretty colorful :-) 00:18 paramat itemstacks in inventory/crafting can be hardware coloured, and dropped items can be hardware coloured 00:18 Sokomine your help on creating a palette was very helpful there 00:18 paramat maybe just use 'colourise' on the texture? may have the same result 00:20 Sokomine that'd still need some translation from the color number in the palette to actual rgb values 00:20 paramat we may now have a function for that 00:21 paramat there was a PR, can't remember if merged 00:21 Sokomine oh? where? 00:22 paramat looking 00:22 Sokomine would be very helpful if we'd have such a color number -> rgb values translation. else applying i.e. green dye may have...surprising...results when the palette is diffrent from the one the dye was thinking of 00:22 Sokomine (that is, too diffrent. some small variations are no problem) 00:23 paramat https://github.com/minetest/minetest/pull/6014 00:23 paramat that might be the wrong way around though 00:24 paramat which means there must be a reverse function somewhere, maybe? 00:24 Sokomine looks promising *reading* 00:25 Sokomine reverse functions are always good if possible 00:27 paramat actually, 'colorize' uses colorstring not RGBA 00:28 Sokomine if i read that right it just takes the rgb values and presents them diffrently? what i need is a function that takes the palette set in the nodes definition plus a color value (index to that palette) and returns the actual color that palette index has. colorstring would be fine 00:29 paramat ah 00:29 paramat no idea :] 00:29 Sokomine :-) 00:29 Sokomine thanks for trying anyway 00:34 paramat i don't know of an API that can get colour from a pixel in a palette texture 00:45 Sokomine might be useful 00:45 Sokomine but maybe not needed. if people don't create massive amounts of palettes but only use some standard ones it can be handled partly manual 00:45 Sokomine as long as nobody really wants all those 256 colors... 00:46 Shara I really hope 256 is too many for anyone :) 00:47 Shara Sokomine: What's the current state of colormachine anyway? I have actually been battling with my old version for the last few nights now. 00:48 Sokomine shara: it's in the process of learning about the new hardware way of coloring 00:48 paramat best to show the coloured itemstack i think, to show the appearence of the whole node 00:48 Shara I think I can't switch mine over too easily either way sadly 00:48 Sokomine the blocks get a bit tiny that way 00:49 Sokomine shara: i've played with my new morecolor mod that just changes a few definitions of blocks in mtg. it makes use of that new useful coloring feature. basicly you get 8 colors for almost everything that has a sufficiently bright texture - at the cost of one tiny new texture 00:50 Sokomine shara: why not? of course there'd be no point right now as i'm not finished yet and still working on it 00:50 Shara Hmm, sounds nice, though I'm currently trying to get existing mods in order, since ever since I switched to current stable things have been breaking on an almost daily basis 00:50 Shara It still depends on unifieddyes? 00:51 Sokomine that dependency was always optional. it can also mix just the normal dyes 00:51 Shara I don't remember it being optional on the version I had 00:52 Sokomine with the new options it will be slightly diffrent. unifieddyes might still be a good choice - 78 or so colors are better than 256 if you have to manage them 00:52 Shara Though since I run a creative, I'd be happy for it to need no dyes at all 00:52 Sokomine maybe you're using mods that depend on unifieddyes themshelves? 00:52 Shara Maybe. It was such a long time ago when I started ripping all the mods to pieces :) 00:53 Sokomine no problem there. it doesn't in creative mode. and it makes dyes easier to access in survival mode 00:53 Sokomine poor mods :) 00:53 * Sokomine glues some back together 00:53 Shara Hehe 00:53 * rdococ drinks some blended mod 00:53 Shara Well, it might not 'need' the dyes, but the dyes can still be messed about with 00:53 rdococ Ugh, stinks of rotten Lua errors. 00:53 Shara And I've had confused players who don't realise it's not needed 00:53 Sokomine vanessae has switched so many mods to the new (far better) coloring system integrated in mtg. i really have to update the colormachine now :-) 00:54 Sokomine that is, it needs one dye sample of each color 00:54 Shara also overrides are definitely not working as they used... apparently just happening to have a second texture with the same name somewhere is enough to replace the original texture now? 00:54 Sokomine the machine is supposed to give an overview over existing painted nodes and make their handling easier. you really really don't want all those colors to show up in unified_inventory 00:55 Sokomine don't know about that 00:55 Shara Since switching to current stable, overrides that worked correctly since I made the server no longer displayed the correct server.. and no I'm finding things that I didn't override the texture for suddenly have changed textures as well 00:55 Shara the correct texture* 00:56 Sokomine can't help you there. no idea 00:56 Sokomine i'm not on current stable. else i'd have that offset of the player's position on servers 00:57 Shara I'm just finding and deleteing the incorrect textures at the moment 01:32 VanessaE Sokomine: there's a shortcut you can use for unified dyes palettes if you don't mind doing some math 01:34 VanessaE if you have a pixel number, and it's less than 240, divide it by 24 to get the shade, then the hue is colornumber - (math.floor(colornumber/24)) 01:35 VanessaE if it's over 240, just subtract 255 to get the grey scale value 01:35 VanessaE that's for the 256-color palette 01:36 VanessaE the other two palettes are vaguely similar. 01:49 Sokomine that sounds very useful. i've avoided using the 256 palette as those are way too many colors. i've used colorwallmounted with its 32 colors in that case. at least for morecolor. i've also mapped the 8-color-palette i've created against the corresponding normal 8 dyes. the remaining 7 normal dyes are used for the 32 colorwallmounted palette, but that's not enough in default 02:11 rdococ Yay. 02:11 rdococ I'm working on a scriptblocks extension to my RMod. 02:11 rdococ http://imgur.com/a/sQTlZ 02:12 rdococ ...Anybody interested? 02:15 rdococ I was hoping people would be here to take a look. Now I'm kinda sad. 02:17 paramat screenshot looks interesting 02:18 rdococ Oh, yay! 02:20 rdococ It's a node-based programming system. 02:20 rdococ Well, if it wasn't obvious already :P 02:28 * benrob0329 returns 02:28 rdococ Ooh, a TARDIS appears from thin air! And out pops... benrob0329! 02:28 benrob0329 ...but i didn't use the tardis 02:29 rdococ Oh. Then who's that? 02:29 benrob0329 idk 02:29 rdococ By the way, take a look at the screenshot above. 02:29 * benrob0329 just paid for a better cloud server 02:29 benrob0329 its a...chat block? 02:30 benrob0329 block/s 02:35 rdococ benrob0329: They're called scriptblocks, and they can be used to make simple programs. 02:35 benrob0329 ah 02:35 benrob0329 so like mesecons, but less logical 02:36 benrob0329 :P 02:36 rdococ I prefer to say "more abstract". :P 02:37 rdococ It's kinda complicated. :P 02:55 Megaf night all 03:02 rdococ Holy moley, Minetest took up a LOT of memory O_O 03:02 rdococ it was more than half my memory! 03:02 rdococ even weirder was I was sure it was on the main menu... 03:02 rdococ Even then, though, loading a world doesn't spike it up too much. 04:21 benrob0329 Yay new cloud server 04:21 benrob0329 http://cloud.incredible.ninja/index.php/s/ohqBCV6cekNBNxG 04:21 benrob0329 ^^ Example.pdf 04:46 rdococ http://imgur.com/a/9iNfR 04:49 benrob0329 But can I control my doors with it? 04:51 rdococ Not...yet. 04:51 rdococ I could add a mesecon sender, though. 04:51 benrob0329 Does it use mesecons, or is it supposed to replace mesecons? 04:52 rdococ Mesecons are used to activate the script itself (buttons and the mesecon detector), but it can do various things on its own. 04:52 rdococ It can perform mathematical operations, you can construct basic RPG games with it, etc. 04:57 rdococ https://github.com/rdococ/rmod if you want to try it. 05:31 rdococ bye paramat 05:59 rdococ has anyone tried it yet? 14:26 Fixer *,.,,,* 14:33 rdococ >:@@:< 15:07 Sokomine is there a way to make a label text to always show on top of a texture? 17:19 Krock hi everyone 17:28 Calinou hi Krock 17:28 Sokomine hi calinou. does the circular saw as used in moreblocks support hardware coloring? 18:03 Calinou Sokomine: there's been no code changes about it, that probably means "no"? 18:05 Sokomine calinou: oh. was hoping for "yes" :-) 18:05 Sokomine maybe there ought to be a code change then :-) 20:31 Calinou http://1amstudios.com/2017/08/01/restful-doom/ 21:17 lisac hey I just got the latest MT version, and everything looks smaller 21:33 Calinou lisac: latest stable or development version? 21:33 Calinou what looks smaller? the HUD/GUI? 21:33 lisac dev version 21:33 Calinou you can tweak the GUI scale with some minetest.conf setting 21:33 lisac the game itself. The camera seems to be at 3 nodes instead of two 21:33 Calinou (it's almost always too small for today's monitors) 21:33 lisac on Craigs server 21:33 Calinou ah, you mean eye height 21:33 lisac y 21:33 Calinou there were some changes done, with possible breakage, IIRC 21:33 paramat oh that again :] 21:33 paramat https://forum.minetest.net/viewtopic.php?f=18&t=18144 21:34 paramat you need to use matching engine and game versions 21:34 lisac oh great 21:34 lisac can I revert the commit? 21:34 paramat and don't play on servers that are incompatible 21:34 Calinou yeah, you have to keep a copy of Minetest 0.4.16 around 21:35 paramat best to use engine and game from just before the breaking commits 21:36 paramat just reverting that commit may not work as other stuff is coded around it 21:37 paramat and there are other breaking changes happening recently 21:37 lisac :( alright 21:38 Wayward_One git reset --hard 5045bdc6d81445ecf600ff9c268886cada935a7f works for me, last compatible version 21:38 paramat also see first post https://forum.minetest.net/viewtopic.php?f=18&t=17929 21:40 Wayward_One (assuming you git pulled) 21:40 paramat latest master is very much '0.5.0pre-dev with breaking changes' now 21:41 rdococ ooh yay, 0.5.0! 21:49 lisac will MT ever reach 1.0? 21:50 lisac or rather, what does it need to become 1.0? A stable API? Good anticheat? 21:52 paramat hehe 21:52 paramat 1.0.0 is meaningless for MT, it's open-ended dev 21:53 lisac y which causes issues such as the view height one 21:53 lisac 0.x sounds a bit unfinished 21:54 paramat well that's just an intentional change due to major changes 21:54 paramat we could call it 5.0.0 instead, changes nothing 21:54 paramat i prefer always being < 1.0.0 so that we don't get lazy or too comfortable :] 21:55 paramat better to always feel like there's much to do 21:58 lisac y but being under 1.0 sounds like it is still in the unplayable alpha phase 22:03 paramat not to me, MC was at it's peak before 1.0.0, people loved it back then 22:27 Calinou the anticheat is mostly as good as it can be in Minetest's current networking model 22:27 Calinou a few things could be added: flight prevention, and noclip prevention, both can have false positives and will cost some processing power 22:52 paramat i have some thoughts on that, i will open a discussion issue for it 23:11 paramat hmm there is already #3822 23:26 Megaf guys, any version of Minetest for PSP or PSvita? 23:26 Megaf and how do we port it to those? 23:28 bigfoot547 IDK, Megaf :P 23:39 Calinou trying out http://boa.realm667.com/ 23:39 Calinou (GZDoom total conversion) 23:39 Calinou looks really good, and plays quite well too