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IRC log for #minetest, 2019-06-10

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Time Nick Message
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00:07 MinetestBot [git] thomasrudin -> minetest/minetest: Save forceloaded blocks file periodically (#8535) 9a07792 https://git.io/fjgJh (2019-06-10T00:07:33Z)
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00:37 Blossum2k9 hello?
00:44 paramat go ahead and say what you want, many people are present and listening
01:03 fell Hi, has somebody an overview of digiline commands for other devices than mentioned on https://github.com/minetest-mods/technic/wiki/Digilines, i.e. digiline filter injector, chest, autocrafter?
01:09 cheapie fell: The digilines filter and the autocrafter come from pipeworks, not digilines. The filter accepts an ItemStack in table form, and the autocrafter accepts the strings "off" or "on" to start/stop it, "single" to craft one item, or a recipe (in table form) to set it.
01:11 cheapie digistuff also adds some more digilines devices - if you're using that, documentation for most of those devices is here: https://cheapiesystems.com/git/digistuff/tree/README
01:16 fell Thanks, cheapie, that is helpful.
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01:57 MinetestBot [git] adrido -> minetest/minetest: Add compatibility to vcpkg buildsystem (#8317) bd6f1cc https://git.io/fjgTk (2019-06-10T01:56:55Z)
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02:23 Pentium44 Soo, how much resources does minetest server really use these days?
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07:52 BuckarooBanzai2 !tell cheapie do you plan to add protected digibuttons to https://cheapiesystems.com/git/digistuff or do you by any chance accept PR's? (and if so: over what channel :/ )
07:52 MinetestBot BuckarooBanzai2: I'll pass that on when cheapie is around
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09:03 VanessaE BuckarooBanzai2: cheapie takes PRs, too.  just /msg, ask her to pull from your fork URL + branch
09:07 BuckarooBanzai2 VanessaE: thx will do
09:21 cheapie BuckarooBanzai2: I could add a protection checkbox, I guess, if I remember to do it at some point :P
09:21 MinetestBot cheapie: Jun-10 07:52 UTC <BuckarooBanzai2> do you plan to add protected digibuttons to https://cheapiesystems.com/git/digistuff or do you by any chance accept PR's? (and if so: over what channel :/ )
09:27 BuckarooBanzai2 cheapie: i'll code something and ping you up when i'm done. a checkbox on the existing button sounds better than a new button though...
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09:39 BuckarooBanzai2 cheapie: fyi: i did some protected nodes for the mesecon mod too: https://github.com/pandorabox-io/mesecons_protected_switch and https://github.com/pandorabox-io/mesecons_protected_button
09:40 cheapie The digistuff button already has a custom formspec, shouldn't be too hard to just add a "Use Protection" checkbox to it too, set a "protected" field in the node meta if it's checked, and check this on right-click.
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11:02 MinetestBot [git] SmallJoker -> minetest/minetest: Formspecs: Close on metadata removal (#8348) e2f8f4d https://git.io/fjgqz (2019-06-10T11:01:07Z)
11:02 MinetestBot [git] SmallJoker -> minetest/minetest: Add disable_jump to liquids and ladders (#7688) e40be61 https://git.io/fjgqg (2019-06-10T11:00:35Z)
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11:19 vantablack hey guys, I haven't checked new stuff in 0.5, are glowmaps still unsupported?
11:19 vantablack sorry I may go offline any moment (bad 2g connection) but I'll be checking logs anyway
11:24 Krock it's now called 5.0.0
11:24 sy why is that?
11:24 Krock glowmaps? the lightning stuff is still the same
11:24 Krock sy: because Minetest is finally feature-complete and bug-free
11:24 sy hah
11:25 VanessaE HAHAHAH
11:25 * VanessaE dies laughing
11:25 Krock rip
11:25 Krock at least it was a good death
11:25 VanessaE :P
11:25 Krock ^^
11:26 Krock the 800-ish issues on GitHub want to tell me something else, though
11:27 vantablack I think I saw somewhere mentions that glowmaps will be supported in 5.0
11:27 sy was this the plan all along?
11:28 Krock I still don't have an idea of what "glowmaps" are
11:28 vantablack Also unrelated question: is there a minetest matrix rooms? I saw more and more projects shifting to matrix, or at least maintaining both irc and matrix and bridginf them
11:28 Krock Minetest development is still entirely on freenode
11:28 Krock servers use both, IRC and Discord for their chat rooms
11:29 Krock matrix maybe too, but I haven't seen such on a server yet
11:29 vantablack Well a texture mask to display pixels on something at maximum brightness despite different lighting level
11:29 Krock ah. you can do that with mobs/entities. setting the light level to something else than engine-calculated lighning
11:30 vantablack No, I need that on nodes
11:30 VanessaE THAT could be useful on nodes for sure
11:30 Krock nodes can also be a light source, but they will then also light up the surrounding nodes
11:31 vantablack Yes, I'm aware, I'm making an underground realms mod with high emphasis on glowing, avatar-style stuff
11:31 vantablack Howeved it's hard to make stuff that's distinctively glows
11:32 Krock avatar-the-life-action-thing
11:32 vantablack either the whole node or nothing
11:32 vantablack Also, I'm not deep into irrlicht internals, is it even possible to make something like shadows in minetest?
11:33 vantablack or screen space shaders
11:33 Krock yes, there were already some attempts, but they either rely entirely on node-placement or shaders
11:34 Krock https://www.youtube.com/watch?v=PBMOG_dTbWo  -- Dynamic shadows with shaders
11:35 Krock raytracing in Minetest! [RTX ON, RTX OFF memes intensify]
11:36 VanessaE why the hate for shaders?
11:36 VanessaE that's precisely the kinda thing they were meant for
11:45 Krock indeed, but who could implement them? Such a PR would be great to review, especially because it cannot break the normal game (kind of modular)
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11:48 VanessaE looks to me like Blockmen did.
11:48 VanessaE and RBA had some, too (I still have the code)
11:50 Krock IIRC BlockMen never published the code
11:50 VanessaE you DO know why right?>
11:53 VanessaE for as long as I can remember, you guys have basically been "go fuck off" whenever someone proposes a new shader, if there's any chance it can affect gameplay (even if it's just due to minor differences).  who wants to bother coding them, in that case?
11:54 VanessaE or more generally,
11:54 VanessaE anything that relies on the GPU
11:54 VanessaE (where such a thing couldn't be implemented without one)
11:55 VanessaE in that regard, MT is perpetually stuck in the "must run acceptably on some ancient barely-qualifies-as-a-GPU integrated graphics"
11:59 VanessaE it's like real opengl lighting (even if it's just the sun and moon with dynamic light direction), and colored light sources.  MT appearance could benefit greatly, but nooooooooOOOOOOOooooo too GPU-bound
11:59 VanessaE sorry to rant
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12:16 epoch :) I enjoyed it.
12:23 Calinou on my PC, Minetest is running much faster than it used to, so there's a lot of margin available these days
12:23 Calinou besides, shaders are still optional today in Minetest
12:23 Krock VanessaE: do you know what the arguments were for blocking the PRs? The GPU is barely used anyway so I wonder what went wrong
12:23 VanessaE What I said is exactly why, Krock.
12:24 Krock whereas it might not work out well if shaders are a requirement to have lightning supported
12:24 VanessaE in short: those who hold the keys are afraid of making Minetest dependent on a good GPU, even if "good" is still 10+ years old.
12:25 Krock so, also drop all other renderers, such as direct3d?
12:26 VanessaE I can't speak to that.
12:26 VanessaE but everyone has opengl anyways
12:26 VanessaE I mean literally, who DOESN'T have it?  or at least ...what is it, GLES or something
12:27 VanessaE I realize part of it has to do with not having the manpower to do the work, of course
12:27 Krock yes, was mainly thinking about the ES variant
12:27 VanessaE (then again, people leave when they see their contributions are ignored)
12:28 Krock software is handy to test in case it's a driver issue, but it's okay if it doesn't work nicely
12:28 Krock It doesn't work well at all
12:29 Krock still, the PRs are not lost. They require rebasing but could be re-proposed anytime again
12:29 VanessaE then they're lost.
12:30 VanessaE you know perfectly well that an abandoned PR may was well be dead.
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12:30 Krock inb4 there were a few adopted PRs
12:30 VanessaE a few.... out of how many?
12:31 VanessaE but beyond all that, there's stuff not being done that's needed (think LoD like that old farmap code)
12:31 Krock just saying
12:32 VanessaE or that thing where MT should be using one Irrlicht scene node per chunk (if not per mapblock)
12:33 VanessaE or..  was that thing where a mesh gets simplified before rendering, ever merged?  (i.e. a wide mass of say, stone, would be merged into a single pair of tris, and tiled)
12:36 Krock latter already happens
12:36 Krock see F5 grid view
12:37 VanessaE nope.
12:38 VanessaE or anyway not very well
12:39 Krock https://i.imgur.com/WwlcMbD.png
12:40 Krock it's along the x axis. IIRC the speed tests someone did weren't that exciting; not much of a performance boost
12:40 VanessaE yeah, now look at this:  https://i.imgur.com/S975yAA.png  -->  https://i.imgur.com/fzp11yx.png
12:40 VanessaE looks pretty suboptimal to me
12:41 Krock the road seems to use rotated tiles/textures
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12:41 VanessaE that's a perfectly flat plane of default:dirt_with_grass, made by worldedit.  the road, too.
12:41 Krock then it's per-mapblock and in x-axis-lines
12:41 VanessaE (though yeah, lots of rotations in the road surface)
12:41 Krock apparently not so perfect as the grid shows it as rotated
12:41 Krock I suspect this is some leftover param2 data
12:42 VanessaE again, default:dirt_with_grass.   that node doesn't *use* param2.
12:42 Krock because grass does not make use of that value and just keeps it unaltered
12:42 Krock and worldedit doesn't touch param2 data at all with //replace or //set
12:42 VanessaE seems to me the mesh simplifier should be ignoring param2 if the node hasn't the proper paramtype2
12:43 Krock if the node doesn't use param2 as rotation, yeha
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12:44 Krock https://github.com/minetest/minetest/blob/master/src/client/mapblock_mesh.cpp#L917
12:44 VanessaE on that scene, btw, < 30 fps at only 150m view range
12:44 Krock hmm
12:45 Krock oh. it also can't combine the textures on different light levels. otherwise the entire face would be the same brightness
12:45 VanessaE -> shader
12:46 VanessaE :)
12:48 VanessaE oh, and all those caves under there.  that costs FPS too.
12:48 VanessaE but anyways, you can see what I'm getting at.
12:50 Krock maybe https://github.com/minetest/minetest/pull/4933 could help there.. yet another PR to rebase
12:51 VanessaE Dec. 2016...
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14:13 jluc nice shades on this vdo
14:13 jluc pity such devs cant be merged in mt
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14:51 p_gimeno I don't see why extra fanciness shaders can't be incorporated as *optional* improvements. Surely a shader that casts shadows will not run fast enough on lots of GPUs, but so what? People don't enable ultra-high quality on such GPUs.
14:51 p_gimeno i.e. let people decide the compromise between quality and performance themselves
14:51 p_gimeno don't just steal the possibility of improving quality from those who can
14:55 p_gimeno there's also this: https://github.com/minetest/minetest/pull/7987 which I'd love to see merged. I tested it and loved it.
15:00 Krock indeed it is
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15:03 Krock rebasing...
15:08 Krock testing...
15:12 Krock *happy make fan noises*
15:12 Copenhagen_Bram Does anyone play fliptest? I have a problem with it where there's no recipe I can find to craft an axe, there are however recipes for axe heads of different materials, but none of these axe heads are used in any recipes
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15:21 p_gimeno Krock: were you talking about #7987?
15:21 ShadowBot https://github.com/minetest/minetest/issues/7987 -- Time-of-day-dependent face shading (#6165 revived) by Unarelith
15:22 Krock yes. force-pushing now
15:22 p_gimeno woot! thank you
15:24 Krock np. It's because I don't see much of a hope as soon it needs a rebase.. someone has to do this work
15:24 BuckarooBanzai2 are there any plans to add the new network commands to https://github.com/minetest/minetest/blob/master/util/wireshark/minetest.lua ?
15:24 Krock yes. just write a PR and let it merge into master :P
15:25 BuckarooBanzai2 :X
15:25 Krock actually most of this could be imported from networkprotocol.h
15:25 * BuckarooBanzai2 barfs in udp
15:27 Krock to haer an UDP Do you want joke?
15:28 BuckarooBanzai2 I would not get it anyway...
15:28 Krock to haer an UDP Do you want joke?
15:28 Krock aborted
15:28 BuckarooBanzai2 ;)
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16:10 p_gimeno I've merged #7987 into my private branch. Thanks Krock!
16:10 ShadowBot https://github.com/minetest/minetest/issues/7987 -- Time-of-day-dependent face shading (#6165 revived) by Unarelith
16:11 Krock I feel quite stupid for not updating my shaders
16:11 Krock retesting
16:13 Krock aagh now I switched the branch and the builtin symlink is no longer up to date
16:13 Krock whatever. I hope it works since I couldn't see any visual difference
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16:23 p_gimeno Krock: are you enabling the option in the settings?
16:23 Krock p_gimeno: yes. will retest now that my workspace is clean again
16:24 p_gimeno ah
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16:27 Krock yes, it works.
16:28 p_gimeno indeed there's no shadow casting, which as lone_wolf points out, makes it look weird in areas that should be shadowed
16:29 Krock it only brightens the face which faces to the sun
16:30 p_gimeno it doesn't bother me, though - it makes things more alive
16:31 Krock it would look way more interesting if the sun didn't directly go from -x to +x
16:31 p_gimeno shadow casting would be a separate effect, this one has that limitation
16:31 p_gimeno yeah
16:31 Krock so at midday it's like the mexican street picture where the poles look as if they were from a video game without shadows
16:31 MinetestBot [git] SmallJoker -> minetest/minetest: Settings: Disallow space characters entirely f1f9361 https://git.io/fjgsd (2019-06-10T16:30:59Z)
16:38 p_gimeno I haven't seen that picture
16:40 Krock I'm mistaken, it's Hawaii: https://www.amusingplanet.com/2017/04/lahaina-noon-when-shadows-disappear.html
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16:50 jluc disallow space character disallowed their shadows
16:51 Krock jluc: huh?
16:51 jluc joking
16:51 jluc see last commit log
16:52 Krock I'm glad this behaviour was already documented so no modder can say "but it worked before"
16:52 Krock read_the_docs.png
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17:15 puzzlecube Anyone ever built Minetest for Chrome OS? If co, how can it be done from a GNU/Linux host?
17:18 Krock static linking should do it
17:24 puzzlecube Really that is all it ought to take?
17:25 Krock by pulling all functions from the libraries Minetest needs you get something similar to a standalone appimage
17:25 Krock *needs, you
17:25 Krock didn't try that before, though.
17:26 Krock if you feed it each library and link them all static, then you'll get a huge but somewhat portable Minetest app
17:27 Krock maybe this would work too https://elinux.org/Toolchains#Debian_cross-tools_packages
17:28 Krock so you'd be cross-compiling to another platform
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17:47 puzzlecube I have lots of cross compiling toolchains. Although I think that documentation is a little old since it still says GCC 4.9 is latest. Might as well find out if I can make it work.
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17:50 MinetestBot [git] pauloue -> minetest/minetest: Use CDB author and name in installed package's config (#8550) 4c11574 https://git.io/fjgGb (2019-06-10T17:49:00Z)
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18:18 paramat https://i.imgur.com/fzp11yx.png there are reasons for most of those individual tiles and tile orientations: lighting errors along mapblock borders, altered lighting around light sources. merging the faces of the nodebox pavement might be complex, not surprised that isn't done. only the road centreline bemuses me
18:22 p_gimeno the lines in the road centreline are separate nodes from the asphalt
18:23 p_gimeno or so I believe
18:24 DS-minetest a link to the non-wireframe image can be found in the logs
18:27 paramat https://i.imgur.com/S975yAA.png
18:29 Krock I already mentioned before that different light levels and rotations can stop it from combining the tiles
18:30 Krock latter should not happen for most param2types
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18:32 paramat yes i saw your comment after i wrote that =)
18:34 Krock oh okay
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